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Jan Arild Audestad
Norwegian University of Science and Technology, Gjøvik, Norway
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Jan A. Audestad
(born 1942) is professor emeritus at the Norwegian University of
Science and Technology (NTNU). He received his M. Sc. in theoretical
physics in 1965. He has more than 50 years of experience in
telecommunications both from academia and as researcher, research
manager, and techno-economic adviser to the top management of
Telenor. As adjunct professor of NTNU, he has taught courses in
telecommunications networks, distributed processing, mobile
communication, digital economics, and information security. He was
one of the key scientists behind standardization of maritime satellite
systems in the 1970s, GSM mobile communications in the 1980s, and
intelligent networks and distributed processing in the 1990s. He was
part of the team reorganizing Telenor to meet full competition in all
sectors of telecommunications from 1995 to 2009.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_1
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Understand the size and versatility of the digital economy.
– Explain how the adoption of Internet access and mobile
telephony has enabled the digital economy.
– Understand what is meant by digitization of the economy and
how it is related to digitization of communication networks
and production and storage of digital information.
1.1 Introduction
Information and communication technology (ICT) is everywhere
around us—the Internet, smartphones, laptops, wireless networks,
apps, and online video services such as Netflix and HBO. ICT has
become ubiquitous, at least in the developed world. The pace of
innovation in ICT is fast, and new technologies are emerging every year.
Over the last few decades, ICT has changed how we work, how we
spend and invest our money, and how we conduct our business.
Telecommunications, finance, and media are industries in which ICT
has significantly changed the business landscape.
Spotify and other providers of online music services have radically
changed the business models of the music industry, particularly,
reducing revenue streams from CD retail. Since an increasing amount of
music is traded online, the need for physical stores selling CDs has
almost vanished. Worldwide sales of recorded music have decreased by
45% from 1999 to 2014. The year 2014 also marked the first year in
which online traded music matched sales from physical formats such as
CDs (Reid, 2015).
E-banking has radically changed how we—as consumers—
approach banks and other financial institutions. Most activities
involving personal finance are now conducted over the Internet using
smartphones or personal computers. For active e-banking users, there
is no need to visit a physical bank to pay bills. Loans can be negotiated
with the bank over the Internet. Cash is no longer needed to pay for bus
or train tickets, car parking, or taxis.
At many airports, passengers check in automatically, put their
baggage on the baggage drop belt, and pass through the gate to the
airplane without the involvement of ground personnel. All passenger
services are completely automatic, except for the security control.
It is the increased use of digital goods and services, often as a
replacement for physical goods and non-digital services, which is
responsible for this evolution. In fact, digital goods and services are the
essential building blocks of the digital economy. Even though digital
goods and services have gradually changed the business world for some
time already, we are just now seeing the beginning of an economic
revolution as the full potential of the digital economy is about to be
harvested.
1.2 Definitions
Definition 1.1
The digital economy
is an economy based on information and
communication technology (ICT).
The digital economy is based on information and communication
technologies such as the Internet, smartphones, mobile and wireless
networks, optical networks, Internet of Things (IoT), cloud storage and
cloud computing, sharing services, apps, and cryptocurrencies. The size
and impact of the digital economy are driven by people’s adoption of
these technologies.
◘ Figure 1.1 shows the share of households with access to the
Internet for the period 2005–2019 (ITU statistics, 2018). In 2005, only
20% had access to the Internet. Fourteen years later, in 2019, about
60% of the world’s population has access to the Internet. Over the last
decade, access to the Internet has increased in all parts of the world.
However, there are significant differences—a digital divide—in Internet
adoption between countries and within countries. While about 85% of
households in the developed has access to the Internet, less than 50%
of the households in the developing world has access to the Internet. A
key question for the next decades is how to provide Internet access to
the developing parts of the world.
Fig. 1.1 Percentage of households with the Internet for the period 2005–2019. (Authors’ own
figure)
Fig. 1.2 Worldwide access 4G/LTE mobile networks. (Authors’ own figure)
The size of the digital economy is hard to estimate. This is because ICT
is an industry on its own (production of telecommunications networks,
Internet equipment, mobile phones, applications, and software), but
also because ICT is integrated into almost all other industries. ICT has
enabled new business models, more efficient production methods, and
new ways of interacting with consumers. One example is online trading
(e-commerce) where people can buy almost any kind of merchandise
using the Internet. We are experiencing a transition from the industrial
economy to the digital economy—from physical products to digital
goods and services.
The world’s six largest corporations by market capitalization as of
the first quarter of 2021 (in descending order) are Apple, Microsoft,
Amazon, Alphabet (Google), Facebook, and Tencent (Wikipedia, 2021)
.
All of these companies produce digital goods and services and are
major businesses in the digital economy. As of March 30, 2021, their
combined market capitalization totals more than $8300 billion. ◘
Figure 1.3 illustrates the market cap of the top ten companies in the
world.
Fig. 1.3 Top ten corporations worldwide according to market cap. (Authors’ own figure)
Fifty years ago, all data was stored in analog formats, and
digitization of voice and video signals and experiments with
transmission of digital data had just begun. As ◘ Fig. 1.7 shows, the
amount of data stored digitally worldwide has grown from about 1% in
1986 to about 94% in 2007 and that the digitization of the
telecommunication networks has increased from about 20% to 99%
over the same period of time (Hilbert & López, 2011). The evolution
from an analog to a digital society has then taken place over just one
generation.
Fig. 1.7 Evolution of digital data storage and communication. (Authors’ own figure)
Automation
Automation is the use of technology to execute a process without
human intervention. Information and communication technologies
provide significant opportunities for automation, primarily due to the
massive increase in computation, storage capacities, and
communication bandwidth. This has further led to many digital
innovations such as cloud computing, machine learning, big data, and
Internet of Things (IoT). Automation seeks to reduce costs and
increase revenues, competitiveness, and customer satisfaction. It is a
part of the ongoing digitization of the economy and society at large.
ICT-based automation projects can be found in almost every business
sector replacing human workforce by automated digital services,
robots, and algorithms. A big concern for politicians and policy
makers is whether this wave of automation will destroy more jobs
than it creates.
– Financial Technologies (FinTech) is the use of new and emerging
technologies to replace traditional financial services. Examples
include mobile payment services, cryptocurrencies, blockchain
methods, crowdfunding, and smart contracts. A major challenge
associated with FinTech is data security.
– Robotic Process Automation (RPA) is a form of business process
automation based on using software robots as workers instead of
humans. These robots can perform repetitive tasks such as
updating websites, answering questions from customer, and
sending standardized e-mails. More advanced robots, based on
cognitive automation, are being developed.
– In the manufacturing industry, automation is collectively referred
to as Industry 4.0. This implies the use of ICT to create smart
factories based on industrial robots. 3D printing is an example of
an Industry 4.0 technology. Here, industrial products are created on
demand at customer premises outside the traditional
manufacturing plants.
– Intelligent Transport Systems (ITS) is the use of ICT to automate the
road and transportation sector. Examples of ITS applications
include smart traffic signs and self-driving cars; both contribute to
lower costs of transportation and increased traffic safety.
Definition 1.2
Digital economics is the branch of economics studying digital
services and goods.
1.5 Conclusions
In 2020, seven of the ten largest corporations by market capitalization
are in the digital economy business. Moreover, Apple is now about four
times bigger than the corporation that is number eight in the list. Ten
years ago, there were only two companies in the digital economy
among the ten largest corporations (Apple and Microsoft).
The evolution in favor of businesses in the digital economy is a
result of the digitization of society: by 2020, almost all communication
infrastructure worldwide is digital, and almost all data is available in
digital formats.
The companies in the digital economy comprise several industrial
sectors, for example:
– Information and content producers and providers (e.g., newspapers,
television channels, bloggers, YouTube, Netflix)
– Social media providers (e.g., Facebook, LinkedIn, Twitter)
– Manufacturers of devices and software (Microsoft, Apple)
– Operators of fixed and mobile network infrastructure (Internet and
mobile network providers, Starlink)
– Electronic payment services and banking (PayPal, Bitcoin minters)
– E-commerce (eBay, Amazon)
– Sharing service providers (Uber, Airbnb)
– Cloud computing
– Multiplayer interactive game providers
The digital economy has created new business opportunities that
did not exist before as is evident from the list.
Questions
1.
Name the ten largest companies in the world by market
capitalization. Which of them are in the digital economy?
2.
How large share of the world population has access to the
Internet?
3.
Does everyone in the world have access to mobile telephony?
4.
How will digitization of the economy impact the country you live
in? Search the web for news articles (two or three articles are
sufficient), and discuss how digitization influences the economy,
the public sector, and business domains.
Answers
1.
Apple, Microsoft, Amazon, Alphabet, Facebook, Tencent, Tesla,
Alibaba Group, TSMC, and Berkshire Hathaway. All of them are
businesses in the digital economy except Tesla, TSMC, and
Berkshire Hathaway.
2.
About 50%.
3.
No, many people in poor parts of the world do not have access to
mobile telephony.
4.
The answer to this question depends on where you live.
However, there are a few general observations such as access to
the internet and mobile services, access to vast amounts of
information, automation of industrial production, automated
access to societal functions, and so on.
References
Christensen, C. (1997). The innovators dilemma: When new technologies cause great firms to fail.
Harvard Business School Press.
Data is giving rise to a new economy. (2017, May 6). The Economist.
Grossman, R. (2016, March 21). The industries that are being disrupted the most by digital.
Harvard Business Review.
Hilbert, M., & López, P. (2011, April). The world’s technological capacity to store, communicate,
and compute information. Science, 332.
Nambiar, M., & Poess, M. (2011). Transaction performance vs. Moore’s Law: A trend. In
Performance evaluation, measurements and characterization of complex systems (TPCTC 2010)
(Lecture Notes in Computer Science) (Vol. 6417). Springer.
[Crossref]
Nordrum, A. (2016, August 18). Popular internet of things forecast of 50 billion devices by 2020
is outdated. IEEE Spectrum.
Reid, P. (2015, October 27). IFPI Digital Music Report 2015: Global digital revenues match
physical for first time. The Music Network.
Schultz, J. (2019, August 6). How much data is created on the internet every day. Micro Focus
Blog.
Tapscot, D., Ticoll, D., & Herman, D. (2006). Digital conglomerates: Setting the agenda for
enterprise 2.0. New Paradigm Learning Corporation.
Vincent, J. (2016, July 4). UN condemns Internet access disruption as human rights violation.
The Verge.
Further Reading
Brian Arthur, W. (2015). Complexity and the economy. Oxford University Press.
McAfee, A., & Brynjolfsson, E. (2017). Machine, platform, crowd. W. W. Norton & Company.
Shapiro, C., & Varian, H. R. (1999). Information rules: A strategic guide to network economy.
Harvard Business School Press.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_2
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Explain how information and communication technology has
evolved toward increasingly complex systems and
applications.
– Understand that the ICT evolution has followed three
intimately coupled lines of development: evolution of basic
hardware technologies, evolution of fixed and mobile data
networks, and evolution of application protocols, software,
and services.
– Understand the impacts and potentials of the Internet of
Things evolution.
2.1 Introduction
The evolution of information and communication technologies has
followed three parallel timelines:
– The innovation
of technologies from simple telephone and telegraph
systems to the Internet supporting social media, sensor networks,
apps, and many other digital services.
– The convergence
of services in which the telephone and telegraph
networks are replaced by the Internet (► Chap. 3)
.
– The evolution of the telecommunications business itself from
monopoly to competitive markets (► Chap. 5).
In this chapter, we will look more closely at the technological
evolution and postpone the other items to later chapters as indicated
above.
The evolution that eventually led to today’s digital economy started
with the invention of the transistor in 1947 (see ► Box 2.1). This
device could be more densely packed, was much cheaper, used less
energy, was easier to handle, and was much more reliable than vacuum
tubes. The transistor, and the miniaturization capabilities it eventually
offered, led to a technical evolution at a speed the world never had seen
before.
In 2019, approximately 23 billion devices containing microchip
CPUs (central processing units) were connected to the Internet, making
the global information and communications technology (ICT)
infrastructure the largest machine ever built. Moreover, the number of
connections increases by 10% per year, corresponding to a doubling
time of 7 years. The forecast for 2025 is that more than 40 billion
devices will be connected to the Internet (Cisco Visual Networking
Index, 2019).
2.5 Conclusions
The evolution of the digital economy is intimately connected to several
technological innovations.
– The evolution started by the invention of the transistor in 1947. The
evolution ever since is intimately linked to how densely transistors
can be packed on microchips and how fast microelectronic circuits
can operate.
– The Internet offered a simple, cheap, and effective communications
platform for data communication (especially since the early 1980s).
The Internet allowed computers to be interconnected in a dynamic,
flexible, and effective way.
– The World Wide Web created the real killer applications
(commercialized in 1993) enabling social media, high-speed
streaming services, and sharing services. It is the World Wide Web
that created the digital economy as we know it today.
– The evolution of data communication over digital mobile cellular
networks started with GSM in 1991 and gained speed when the 3G
technology was introduced 10 years later. Cellular mobile systems
make communications ubiquitous in a new way by making it
independent of place and time.
These events have led to the convergence of networks and services
as explained in ► Chap. 3. With the Internet of Things, ICT has entered
new and enormous fields of applications.
Questions
1.
Give examples of both new and old information and
communication technologies that are still in use today.
2.
What are the major challenges that may hamper the evolution of
IoT?
3.
Why are mobile systems (public or local) so important in IoT?
Answers
1.
Old technologies include TCP, IP, and SMTP. New technologies
include smartphones, Bitcoin, and 5G.
2.
Privacy concerns, safety and reliability of operation, prone to
cyberattacks, lack of standards, does not fit well with traditional
governance standards.
3.
Because very many applications require wireless access (health
care, autonomous driving, smart transport, environmental
surveillance, etc.); easier and faster to install.
References
Ashton, K. (2009, June 22). That “Internet of Things” Thing. RFID Journal.
Cisco Annual Internet Report (2018–2023). (2020, March 9). White Paper. Cisco.
Cisco Visual Networking Index: Forecasts and Trends 2017–2022. (2019). White paper. Cisco
public.
Evans, D. (2011). The Internet of Things. How the Next Evolution of the Internet is Changing
Everything. CISCO White Paper.
Laws, D. (2018, April 02). 13 sexillions & counting: The long & winding road to the most
frequently manufactured artefact in history. Computer History Museum.
Patel, H. (2018). How IoT & smart home automation will change the way we live. Tristate
Technology.
Further Reading
Abbate, J. (1999). Inventing the internet. The MIT Press.
Brynjolfsson, E., & Saunders, A. (2013). Wired for innovation. The MIT Press.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_3
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Explain how the evolution from dedicated networks for
telephony, data communications, and broadcast to an
integrated network supporting all types of technologies has
taken place.
– Appreciate the roles of the Internet and mobile networks as
generators of this process.
– Understand how the convergence has changed the
technological landscape.
Definition 3.1
Circuit switching implies that a physical two-way (duplex)
connection between the users exists so long as the communication
session lasts.
Definition 3.2
Packet switching implies that chunks of data (e.g., speech or video
samples, emails, web pages, and so on) are sent as independent
packets of data.
At the switching devices in the network (the routers), the packets are
queued before they are forwarded to the next router or to the recipient.
Moreover, packets belonging to different communication sessions are
arbitrarily mixed when they are sent over the communication links
between routers and between routers and terminals. For this reason,
packet switched networks offer better utilization of the communication
infrastructure than circuit switched networks: for voice
communication, each direction of a telephone circuit is on average busy
only 40% of the time so that 60% of the transmission capacity is
wasted. For the transfer of pictures and documents over the telephone
network (telephoto or facsimile), both directions of communication are
used, but only one is occupied by transfer of information.
Definition 3.3
Connection-oriented transfer means that an association is established
between the users before information is transferred between them.
The association is retained until all information has been
transferred.
Definition 3.4
Connectionless transfer means that no such association is
established, and data is transferred in independent packages.
Fig. 3.2 Evolution of fixed telephony and mobile cellular subscriptions. (Authors’ own figure,
data extracted from (The World Bank Open Data. ► https://data.worldbank.org/))
IP in the Sky
The feasibility of offering satellite services directly to the users of
maritime and aeronautical applications using geostationary
satellites was confirmed by several studies in the late 1960s. This led
to the establishment of the Inmarsat organization in 1981, primarily
offering satellite communications to ships and later also to aircraft.
These systems are using geostationary satellites at a height of
36,000 kilometers above the Equator. These systems require big and
expensive satellites and are not feasible for cheap broadband
communications with handheld terminals. For this purpose, several
systems using lightweight satellites in low Earth orbits (LEO) (less
than 2000 kilometers above the Earth) have been put into operation
or are planned. For more details, see the homepages for the projects
listed below.
Iridium is a system consisting of 66 satellites in polar orbits at a
height of 780 kilometers above the Earth. The original concept
included 77 satellites, and the system was named after the element
with atomic number 77 in the periodic table, iridium, since the
system looked like an atomic nucleus surrounded by 77 electrons.
The Iridium system was downscaled to 66 satellites. Element
number 66 is dysprosium, a less appealing name, so that the original
name was kept. Iridium commenced operation in 1998 after severe
initial financial problems, offering telephone services to handheld
terminals. Since 2018, the system also offers data communications
with data rates from 128 kilobits per second to 8 megabits per
second to fixed and mobile terminals.
Globalstar is an American company offering telephone services
and low-speed data communications (9.6 kilobits per second) to
portable telephone and data terminals. The system consists of 24
satellites at a height of 1400 kilometers in orbits with an inclination
of 52 degrees.
ORBCOMM offers Internet of Things (IoT) connections using both
cellular and satellite networks. The company has more than two
million subscribers in more than 130 countries. The satellite
network consists of 31 lightweight satellites in various low Earth
orbits offering low-speed data communications to IoT devices. The
company has offered satellite communications since 1990.
Teledesic was founded in 1990 to build a global satellite network
for broadband Internet communications. The system should consist
of 840 satellites in low Earth orbits. It was soon downscaled to 288
satellites. The project was abandoned in 2002 (Godwin, 2002). Bill
Gates was one of the founders of the company. Even though the
system was never built, it is interesting because the idea behind the
project lived on and may now be realized as OneWeb and Starlink
commence operation.
OneWeb is a UK-based company that launched the first satellites
in February 27, 2019. The constellation will eventually consist of 650
LEO satellites offering Internet services globally.
Starlink is a satellite system established by SpaceX, a company
founded by Elon Musk. The system will consist of thousands of small
LEO satellites offering global broadband Internet access for
everyone. By the end of 2020, more than 1000 satellites have been
placed in orbit.
There are several other planned projects, for example, by
Facebook and Amazon.
3.5 Conclusions
Since the early 1970s, the telecommunications industry has been
striving to specify techniques by which the telephone services and the
data services can be supported by a single network. This led first to the
development of the ISDN and thereafter to ATM. Both attempts failed:
ISDN since, except for the subscriber line, it did not really integrate the
PSTN and the data network and ATM because the technology was too
late and was replaced by the much cheaper and more flexible Internet
just when it was ready for implementation.
All types of services can be adapted to the Internet technology. In
this respect, the Internet is a true integrated network. However, it took
several years before the Internet became an important carrier of voice
services so that the service integration process could really commence.
This had to wait until the 4G mobile network was put into operation in
2010.
GSM was put into operation in 1991 offering mobile telephone
services. The foremost advantage of mobile communication is
flexibility: mobile networks allow people to make and receive
telephone calls and other services anytime and anywhere. During the
next two decades, the mobile networks were developed into a mobile
Internet supporting all services—voice, data, and broadcast—by a
single technology (4G). This evolution finally resulted in a fully
integrated network, and the convergence of all services could
eventually commence. In 2020, there is technically no need for a
separate telephone network. In Norway, the telephone network was
terminated in 2020.
However, there may still be a need for dedicated networks because
the Internet may not be reliable enough to support critical
infrastructures such as distress services, energy production, and
finance.
Questions
1.
What are the major benefits and challenges of a fully converged
ICT infrastructure?
2.
How will the cost of operating and managing ICT infrastructures
change due to convergence?
3.
Is it possible for the Internet to accommodate all kinds of
services offered on current dedicated networks?
4.
How will Starlink alter the competition in the
telecommunications market?
Answers
1.
The major benefit is that there will be fewer networks to build,
maintain, and operate. The network will offer many new
services and combine them in new ways that will support new
applications. The major challenge is competition since it will be
easier to build new networks.
2.
Managing and operation of the network will probably be
cheaper and more efficient.
3.
The Internet offers best-effort services. This makes it difficult to
guaranty quality-of-service objectives related to resilience,
latency, timing accuracy and jitter, loss of information, and
priority. Therefore, it may not be possible to support certain
applications (e.g., distress operations) in a proper way, hence
requiring dedicated networks.
4. Starlink will, because of global coverage, compete with all other
telecommunications operators worldwide. They will also offer
communications to areas which are not accessible to other
t l i ti t
telecommunications operators.
Exercise
List some of the new benefits 5G systems will offer. Search the
Internet (e.g., Wikipedia) to find out more about 5G systems.
Answers
This is some of the benefits:
– Offer wide-band wireless services in the range of 400 megabits
per second to 2 or more gigabits per second (depending on cell
size and frequencies).
– Better utilization of the frequency spectrum (less overhead and
more efficient access technologies).
– Better mix of radio cell sizes (from a few meters to several
kilometers).
– Offer edge computing, thereby reducing the latency for certain
applications, e.g., for applications on the Internet of Things. Edge
computing means that software and storage are brought close to
the user, e.g., located in the base station.
– New methods for orchestrating services consisting of multiple
applications (network slicing).
– Capable of connecting millions of devices to the same base station
(e.g., sensor networks).
– Convergence of cellular mobile networks and Wi-Fi and other
local area network technologies.
References
Godwin, R.. (2002, October 3). Teledesic backs away from satellite. ZD Net.
Telecommunications services in the Nordic and Baltic countries in 2018. (2019, December 14).
Report received from NKOM (Norwegian Communications Authority).
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_4
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Identify both direct and indirect the stakeholders in the
ecosystem of a company in the digital market.
– Analyze the impact each stakeholder has on the market
performance.
– Identify the interactions, critical relationships, and
dependencies between the stakeholders.
Fig. 4.3 Dependencies in the digital economy ecosystem. (Authors’ own figure)
4.8 Conclusions
The ecosystem metaphor is an important tool for strategic planning in
the digital economy. The ecosystem analysis reveals, among others,
stakeholders that may influence the business performance directly or
indirectly, the type and strength of the interactions with these
stakeholders, and possible vulnerabilities and weaknesses with the
chosen business model.
The ecosystem does not only consist of cooperating and competing
companies but also less obvious stakeholders such as consumers and
authorities. To estimate the performance of the company or the mere
survivability of it in the marketplace, public opinion and government
regulations must also be considered.
Some ecosystem aspects are related to the technology such as the
underlying Internet and access technology, own computer
infrastructure and computer infrastructure owned by other parties
(e.g., cloud services), and the development environment for apps and
other software and hardware components.
The aspects outlined in this chapter are applied in ► Chap. 19
where several case studies are presented.
Questions
1.
Which information and communication technologies (ICTs) does
Dropbox depend on?
2.
What digital services depend on Dropbox?
3.
What impact has the authorities on the business operations of
Google?
Answers
1.
Internet, smartphones, personal computers, cheap mass storage
of data, cryptography, digital payment solutions, and mobile
apps.
2.
Cloud storage, file sharing, file synchronization, and project
collaboration.
3.
Google’s business operations have been under investigation by
both the US authorities and the EU. Authorities in the USA have
filed a lawsuit against Google in 2020. The EU has fined Google
several times in the past decade for a total of €8 billion.
Exercises
1.
Describe the ecosystem for Apples App store.
2.
Describe the ecosystem of Uber.
Answers
1. Apple, app developers using the app development platform of
Apple, third parties required for management of the particular
app (e.g., providers of supplementary content, payment systems,
cloud computing), mobile network operators and the
technological platform they offer, other network providers,
smartphone manufacturers (e.g., operating system), standards
organizations (e.g., 3GPP) specifying the basic technology
supporting apps and other content, regulatory authorities (e.g.,
violations of law and license conditions), and app users (e.g.,
usefulness of app, cost of usage).
2.
Uber depends on technologies such as the smartphone, mobile
broadband networks (e.g., 4G and 5G), GPS, and digital payment
system, among others. In addition, Uber depends on local
authorities and the legislations in the areas they operate. Since
Uber hires drivers as a part of their business model, they will
have formal contracts with these drivers and may also be
dependent on labor unions and other local rules.
References
Audestad, J. A. (2007). Internet as a multiple graph structure: The role of the transport layer.
Information Security Technical Report, 12(1).
Court of Justice of the European Union. (2017, December 20). The service provided by Uber
connecting with non-professional drivers is covered by services in the field of transport.
Durlauf, S. N. (1998). What should policymakers know about economic complexity? The
Washington Quarterly, 21(1).
Gara, T. (2014). Skype’s incredible rise, in one image. The Wall Street Journal.
Lafferty, K. D., & Morris, A. K. (1996). Altered behavior of parasitized killifish increases
susceptibility to predation by bird final hosts. Ecology, 77(5).
Moore, J. F.. (1993, May–June). Predators and prey: A new ecology of competition. Harvard
Business Review.
Muegge, S. (2013, February). Platforms, communities, and business ecosystems: Lessons learned
about technology entrepreneurship in an interconnected world. Technology Innovation
Management Review.
Tuohey, P. (2018, January 10). Cities and state are struggling to regulate Airbnb. The Hill.
Footnotes
1 TCP = Transmission Control Protocol for connection-oriented data transfer, UDP = User
Datagram Protocol for sending of uncorrelated data packets in the connectionless mode, SCTP =
Stream Control Transmission Protocol for supporting both connection-oriented and
connectionless services in the same data transfer session
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_5
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Explain the process leading to de-monopolization of
telecommunications in Europe.
– Understand the consequences de-monopolization has on the
market structure in telecommunications.
– Explain the difference between the three concepts: reseller,
virtual network operator, and mobile virtual network
operator.
Definitions 5.1
Terms often used in the literature related to the local wire, cable, or
fiber interconnecting the subscriber and the telecommunications
network are the following:
– The local loop is the connection from the local telephone exchange
(or Internet router) to the premises of the subscriber.
– The last mile refers to the same part of the connection.
– Network interface device (NID) is the demarcation point between
the local loop and the internal wiring at the user’s premises. The
responsibilities of the operator end at the NID.
Definition 5.2
The telephone operator (or carrier) that existed before de-
monopolization is usually referred to as the incumbent operator (or
just the incumbent) to distinguish it from new operators. The
incumbent had the advantage of having built the network
infrastructure from “monopoly money” or by government subsidies.
This advantage had to be eliminated by govern regulations before
real competition could take place.
Definition 5.4
A virtual network operator (VNO) does not own its own access and
network infrastructure but uses the infrastructure owned by other
network operators.
Definition 5.5
The mobile virtual network operator (MVNO) is a VNO offering
mobile services.
The resellers buy bulk traffic capacity and call time from
telecommunications carriers and resell it to their customers with profit.
Reselling is particularly popular in the mobile market. The reseller does
not own any network infrastructure. In the mobile market, they may
issue their own SIM. The profit is generated from discounts they obtain
by buying large quantities of traffic capacity and by combining
telecommunications services with other services or goods, e.g., service
packaging, price profiles, and value-added services. The reseller is the
single point of contact for their customers independently of the
operators from which the reseller buys traffic capacity. The resellers are
in control of their own systems for customer care, billing, marketing,
and sales, either owning these facilities themselves or outsourcing
them to specialized providers of such services.
The mobile market was opened for resellers in Europe in 1992, just
after the first GSM network was put into operation.
The virtual network operator (VNO) buy access to the network
infrastructure of network operators (NOs) owning their own network.
The most common VNOs are the mobile virtual network operator
(MVNO). They deliver their services to their customers using the radio
network infrastructure of mobile network operators (MNOs) owning
base stations and other mobile network infrastructure. The MVNO
issues its own SIMs, operates its own Home Subscription Server (HSS)
for subscription and location management, and has at least one
Internet gateway router and/or telephone gateway exchange for access
to the network of the MNO. The configuration is shown in ◘ Fig. 5.3 for
an MVNO offering 4G services. Data packets from the mobile terminal
are then routed from the base station via the gateway router (GW) into
the Internet, and data packets coming from the internet are routed to
the gateway router before they are routed into the network of the MNO
and delivered to the mobile terminal over the base station.
What makes the MVNO different from a reseller is that the MVNO
owns some network infrastructure, while the reseller does not. The
actual MNO serving the MVNO is not visible for the customers, and the
MVNO has roaming agreements with other MNOs independently of the
MNO serving the MVNO.
MVNOs are particularly interesting because there are so many of
them. The first MVNO (Sense Communications) was established in
Denmark in 1997 and in Norway and Sweden in 1999. In 2014, there
were 943 MVNOs worldwide (The global MVNO landscape, 2012–2014,
2014).
The number of MNOs in a region is limited by the amount of radio
spectrum available, and the dominating mobile operators in EEA are
obliged by EU directives to offer services to both resellers and MVNOs
to enhance competitions in the mobile market. The effect of
competition between MNOs and MVNOs may not be obvious as
illustrated in the example below.
Fig. 5.5 Market shares and revenues for mobile network operator (MNO) 1 and 2 and mobile
virtual network operator (MVNO). (Authors’ own figure)
At some time after the MVNO entered the market, the two MNOs
and the MVNO have one million subscribers each generating 1000
money units each; that is, MNO1 and MNO2 have both lost 0.5 million
subscribers to the MVNO. Suppose next that the rent the MVNO has to
pay for using the network of MNO1 is 500 money units per subscriber,
then the revenues of MNO1 will be 1 billon from own subscribers plus
0.50 billion from the MVNO; that is, the revenues of MNO1 is 1.5
billion money units. The revenues of MNO2 are 1 billion money units.
Compared to the situation that existed before the MVNO entered
the market, the revenues of MNO1 have stayed the same, while the
revenues of MNO2 have become 0.5 billion money unit smaller. This
simple example shows that even if the MVNO is winning many
customers from MNO1, housing the MVNO may still be a good
business for MNO1 since a large proportion of the revenues of the
MVNO is fed back to MNO1 in the form of network leases. Some of
these revenues are revenues lost by MNO2 to the MVNO. The result is
that MNO2 always loses both market share and revenues.
5.6 Conclusions
Telecommunications was a monopoly business up to about 1985: the
operator owned and sold or rented out the user equipment, owned the
network, and offered all services available on the network. Thereafter, it
took about 10 years until the telecommunications market was
completely liberalized. After 1998, the telecommunications market has
been broken up into three major sectors:
– Development and retail of user equipment.
– Network operation.
– Service, applications, and content provision.
There is full competition within each of these sectors. However,
network operations are subject to certain regulation to ensure
interoperability between customers subscribing to different networks.
It is expensive to build and operate telecommunications networks.
Therefore, two types of operators not owning network infrastructure
have been allowed into the market (in particular, the mobile market):
resellers of traffic and virtual network operators. These operators
increase competition and make the market richer for the users.
Questions
1.
What is the key source of revenues for resellers?
2.
What are the sources of revenues for mobile network operators?
3. Why may renting out a communication network be a good
business?
Answers
1.
Discounts for buying large amounts of traffic time from ordinary
operators.
2.
Subscription fees, traffic fees, sales of bulk traffic to resellers,
rents from virtual network operators.
3.
Increased revenues due to rental fees, and that competitor users
churn to the MVNO renting the network.
References
Lando, S. D., et al. (1994). Fordham Law Review, 62.
Footnotes
1 PTT = Post, Telephone, and Telegraph
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_6
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Explain the concepts of marginal cost, exclusivity,
commodities, and transaction costs for digital services.
– Explain why some digital goods and services can be offered
free of charge.
– Understand why service bundling is particularly simple for
digital goods and services.
6.1 Definitions
Everything in the digital economy can be mapped down to the
production, circulation, trade, and use of digital goods and services. The
definitions of digital good and digital service are related and sometimes
overlapping concepts but are also different in several aspects.
Definition 6.1
A digital good is a networked zero marginal cost virtual object
having value for some individuals or organizations.
Definition 6.2
A digital service
is a networked zero marginal cost service that has
value for individuals or organizations.
Services are intangible by nature. Digital services include posting news
on social media, electronic banking, Internet access, multiplayer online
gaming, web browsing, and composing and sending e-mails. The
difference between a digital good and a digital service is somewhat
blurry. This is illustrated by two examples. The data on a Facebook
account is a digital good, while the use of Facebook for any purpose is a
digital service. Music tracks stored on Spotify’s servers are digital
goods, while the use of Spotify to listen to music is a digital service.
Network access and transmission of data over fixed and mobile
networks, as well as data storage and data processing, are also digital
services. These services are not only digital services in their own right
but are also enablers for other digital goods and services. As such, they
are also called enabling or fundamental technologies. This means that
the value proposition of all other digital goods and services depend
critically on these technologies. Moreover, the providers of digital goods
and services usually benefit from the enabling technologies without
investing directly in them. For example, Facebook uses the worldwide
Internet to support its value proposition but has not contributed to the
development and management of the Internet as such. Offering
enabling services as a commercial product has become a new business
arena referred to as Anything as a Service (XaaS), also known as cloud
computing. Cloud computing and XaaS were described in ► Sect. 4.4 in
the context of business ecosystems. ► Box 6.1 lists some examples of
XaaS.
Digital goods and services are different from physical products (or
tangible goods). Physical products have presence in the physical
domain, while digital goods are built up by sequences of bits and exist
only as pieces of software or data stored on computers or other storage
devices. Digital goods and services may be combined to form larger and
more complex digital goods and services before being offered to
consumers. One simple example is the use of the secure digital payment
solution offered by Google Play where the same platform is used to
support the app software, to pay the developer for use of the app, and
to collect payments from the user. A similar but more complex example
is to use smartphones as authentication tokens for secure access to
bank accounts (see ► Box 6.2). This case involves the primary service
provider (the bank), the authentication provider (the mobile operator),
and one or more clearinghouses which supervise and guarantee the
validity of the authentication process. This example illustrates that a
new digital good or service may be constructed by linking digital goods
and services delivered by several independent stakeholders, in this
case, banking, mobile operation, clearinghouse technology, and Internet
operation. The ecosystem of the new product may then become
complex consisting of elements from the ecosystem of each stakeholder.
Digital goods and services do not degrade as a function of time—
they will continue to exist far into the future with the same quality as
when they were created because of their digital nature. This is different
from physical goods which normally degrade over time.
For simplicity, we will hereafter use the term “digital goods” instead
of “digital goods and services” if the meaning is clear from the context.
Fig. 6.1 Examples of XaaS. From on-premises systems where everything is self-managed
(left) to SaaS where only data is self-managed. (Authors’ own figure)
Dropbox is an example of an IaaS offering storage of data for
anyone in one of their data centers. The user can access the data via
the Internet from anywhere and at any time.
App Engine of Google is
a PaaS platform where app developers can develop software for the
web applications. Vortex is an SaaS offering gaming services. Using
Vortex, the player need not install, store, or process the game in the
player’s own computer since all processing is done in Vortex servers.
Blockchain technology is also offered as a service called
Blockchain as a Service (BaaS). Consumers buy access to BaaS
without installing the complex processing software needed to
support the service. Amazon, Oracle, and IBM are examples of
companies offering BaaS.
XaaS
has changed the way in which companies invest in ICT.
Companies buying services from an XaaS provider need no longer
bind capital on long-term investments since the use of XaaS converts
these investments into short-term running costs. The capital costs of
offering XaaS may be huge since XaaS usually requires large
investments in computing infrastructure and support of fast and
reliable communication networks to handle many simultaneous
customers and process huge amounts of data.
Definition 6.3
Marginal cost is the cost of producing one additional unit of a good
or service. Digital goods and services have zero marginal cost.
Fig. 6.3 The average cost as a function of the number of units produced. (Authors’ own figure)
Definition 6.3
A good is classified as rival if it is reduced in quantity after
consumption or if the usage of the good prevents others from using
it. A non-rival good is the opposite of a rival good; it is neither
reduced by consumption nor does the usage of the good prevent
others from using it. An excludable good is such that it is possible to
prevent consumers from accessing or using the good. A non-
excludable good is such that consumers cannot be prevented from
accessing or using the good.
6.7 Bundling
Product or service bundling means that several products or services are
combined and offered for sale as a single package. One example is the
Microsoft Office 365 package. This package contains the digital services
Word, Excel, PowerPoint, OneNote, Outlook, Publisher, and Access.
Another example is cable television subscriptions where the user may
subscribe to various bundles of television channels. The cable television
provider may also extend the package to include audio broadcasting,
streaming of movies and music, broadband Internet access over Wi-Fi,
and VoIP. This is exemplified in ◘ Fig. 6.6.
Fig. 6.6 Example of a bundle of the services Netflix, Spotify, and network access. (Authors’ own
figure)
Pure bundling means that consumers can only buy the bundled
package without the opportunity to buy the single products or services
in the package. Mixed bundling means that a consumer has the option
to buy the package as well as the single products or services
constituting the package. In general, the price of the bundle is lower
than the sum of the price of the individual services constituting the
package.
Bundling is a strategy for providers to increase sales. In the digital
economy, bundling is common and particularly efficient because of the
zero marginal cost property—it does not cost the provider anything
adding another service it already owns to the package. The consumer
may find this business model attractive since an additional service in
the bundle contributes to increased value for the consumer and, hence,
an increased willingness to pay for the bundle.
The digital economy has also enabled the unbundling of previously
bundled goods and services. Unbundling has become common in the
music industry. Apple iTunes, for example, unbundles CD albums
offering each music track as an independent product. The customer
may then buy a single track rather than buying a complete album. It
also allows the consumer to build their own personal playing lists
containing songs from several albums. The benefit for the music
industry is that this increases sales without generating additional costs
since the marginal cost of providing a complete album or just a single
track is zero in both cases.
6.8 Conclusions
The most important characteristics of digital goods and services are
summarized as follows:
– The marginal cost of production and distribution of digital goods and
services is zero.
– Digital goods and services are non-rival; that is, the availability is not
reduced by consumption and usage.
– Digital goods and services may be excludable or non-excludable
depending on commercial conditions of usage.
– Several, but not all, digital goods and services are commodities; that
is, they can only be distinguished by price. In some market segments,
the price for the product is zero, and price cannot be used as
differentiating factor.
– It is easy to bundle digital goods and services in flexible packets. If
the provider owns all components of the bundle and all components
are digital goods, then the cost of bundling is zero. In this case, the
customers may create their own bundles, for example, playing lists
for music and collection of television channels.
Exercises
1. Digital Services
Which of the following are digital goods or services?
1.
The New York Times
web page
2.
Internet access over a 4G mobile network
3.
A compact disc (CD)
4.
HBO subscription
5. An Apple iPhone
2.
Computer Game Development
A computer game costs $100 million to develop (fixed costs).
The game is sold to consumers of $50 per copy. Assume that the
marginal cost is zero. How many copies must be sold to cover
the fixed costs? How many copies must be sold to cover the fixed
costs if the marginal cost of each copy is $10? Under what
condition is the marginal cost zero? Under what condition is MC
> 0?
3.
Digital Commodities
Determine if any of the following digital goods have been
commoditized:
1.
Social media services
2.
E-mail clients
3.
Web browsers
4.
Cloud storage
5.
Wi-Fi
Internet access
Why have these digital goods been commoditized? If
they have not been commoditized, why not?
4.
Bitcoin
Transaction Costs
How does Bitcoin
influence transaction costs in the digital
economy? Which stakeholders are affected by Bitcoin’s potential
impact on transaction costs?
5. Internet Explorer
In 2002, Internet Explorer had over 90% of the web browser
market. Who were Internet Explorer’s main competitors at that
time? Explain how Internet Explorer got so large.
Answers
1.
The following are digital services: The NY Times web page,
Internet access, and an HBO subscription. The following are not
digital services: a CD and an iPhone. The NY Times web page is
considered a digital good. The content available on HBO is a
digital good.
2.
The number of copies sold must cover the fixed costs. If MC = 0,
the number of copies sold to cover the fixed costs is 100,000,000
/ 50 = 2,000,000 copies. If MC = 10, the number of copies sold to
cover the fixed costs is 100,000,000 / (50 - 10) = 2,500,000
copies. The MC = 0 if the trade is completely digital. That is,
ordering, payment, and delivery are all digital. On the other
hand, the MC > 0 if the trade includes a physical product (e.g.,
DVD containing the game, a box, or a user manual).
3. Of these services, only cloud storage is fully commoditized.
Social media is not commoditized. This is because the social
media networks available (e.g., Twitter, Facebook, and Google+
)
have very different functionalities, and they do not communicate
with one another. This is because of missing standards in the
social media industry. E-mail clients are close to being
commoditized. This is because e-mail as a service is
standardized (SMTP
). Hence, the functionalities of different e-
mail clients are the same. The major difference between various
e-mail clients is the design and interoperability with other
applications (such as a calendar). Web browsers are close to
being fully commoditized. This is because the web service is
standardized (through the protocols HTML, HTTP, and URL).
The major differences between web browsers are the design
and, to some degree, the interoperability with other digital
services (such as Flash and JavaScript). Cloud storage is fully
commoditized. The only difference between various cloud
storage services is their price. Wi-Fi Internet access is close to
being fully commoditized. However, there are quality differences
in Wi Fi access (e g different bandwidths)
in Wi-Fi access (e.g., different bandwidths).
4.
Bitcoin
has the potential to significantly reduce transaction costs
in the digital economy. Current third-party payment services—
such as VISA, MasterCard, and American Express—charge
transaction fees of 1.4–3.5%. Bitcoin, on the other hand, can
charge as little as 0%. It is no wonder why the established
financial industry views Bitcoin and other cryptocurrencies as a
threat to their operations. It is VISA, MasterCard, American
Express, and, to a certain degree, the banking industry, which
are the competitors of Bitcoin.
5.
The main competitor of Internet Explorer was Netscape.
Netscape was the largest web browser in the mid-1990s.
However, when Internet Explorer was launched in 1995, it
started to increase its market share until it had almost a
monopoly in 2002. The main reason for Internet Explorer’s
success was because it was free and bundled with Microsoft
Windows. Few consumers took the extra trouble of installing
another web browser on their PC when Internet Explorer was
already installed and ready for use. This, combined with the
large market share of PCs using Microsoft Windows, fueled
Internet Explorer’s growth. In addition, Microsoft—which
provided Internet Explorer—was a much larger company than
Netscape, with significantly more financial resources.
References
Fournier, L. (2014). Merchant sharing: Towards a zero marginal cost economy. ArXiv, 1405.2051.
Gapper, J. (2017, November 29). Facebook faces the tragedy of the commons. Financial Times.
List of most expensive video games to develop. (2020, December 16). Wikipedia.
Further Reading
Christensen, C. (1997). The innovators dilemma: When new technologies cause great firms to fail.
Harvard Business School Press.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_7
7. Production Models
Harald Øverby1 and Jan Arild Audestad1
(1) Norwegian University of Science and Technology, Gjøvik, Norway
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Comprehend the difference between production of physical
and digital goods.
– Explain the basic production models described in this chapter
and apply them in the analysis of business models.
– Understand the importance of online financing methods and
open-source software for the development of digital goods.
Fig. 7.2 The commons-based peer production model. (Authors’ own figure)
7.2.3 Crowdsourcing
In the crowdsourcing production model, organizations and individuals
produce digital services by inspiring the public to contribute to the
project. This seems somewhat similar to outsourcing; however, the
difference between outsourcing and crowdsourcing is that outsourcing
implies that the work is contracted out to another company on strict
commercial and juridical conditions, whereas crowdsourcing implies
that the work is done by arbitrary groups of individuals without
formalized participation. The result of the work may then be more
arbitrary but may also lead to better, cheaper, and more versatile
solutions. Since there may be many participants in the project, it is
likely that design flaws are discovered at an early stage and that better
and cheaper designs are found. The crowdsourcing production model is
illustrated in ◘ Fig. 7.3.
Fig. 7.3 The crowdsourcing production model. (Authors’ own figure)
7.3.1 Crowdfunding
Crowdfunding is a way to raise funds for projects or startups by inviting
people to invest in the venture. The interactions take place over the
Internet. The investors usually receive shares in the startup or company
owning the project equal to the amount of money they have invested.
Most fund-raising events are small but some of them are huge. In 2018,
a Cayman Island startup raised more than 4 billion US dollars for
developing a blockchain platform (Rooney, 2018).
Crowdfunding may refer to several types of funding mechanisms
(Hellmann et al., 2019).
– The most widely used method is peer-to-peer lending (see next).
– Equity-based crowdfunding implies ownership of securities in the
company or project. These are then usually high-risk investments.
– In reward-based crowdfunding, the investors receive services or other
benefits as reward for their investments. In this case, there is no
guarantee that the compensation will match the size of the
investment.
– Donation crowdfunding is mainly used for supporting charitable
causes, and the donor does usually not receive any compensation for
the investment.
There were more than 2000 crowdfunding platforms in 2016
(Drake, 2017). Kickstarter is one of the most successful of these
platforms.
Fig. 7.4 The creative and funding process of Kickstarter. (Authors’ own figure)
7.4 Conclusions
The traditional production method is in-house production in which the
entire production of the good takes place within the company. This
method is used for almost all physical products. This is also the
dominating production method in the digital economy. Microsoft,
Facebook, Google, Netflix, and all the other big companies in the digital
economy base their production method on in-house production.
The Internet has created more flexible production methods based
on collaboration over the network. Commons-based peer production
(CBPP) is founded on voluntary participation and takes place without
(or with only little) central coordination. This has led to large projects
such as Linux, digitization of books and documents, development of
free and open-source software (FOSS), and production of technical
standards end recipes. CBPP has created vast amounts of freely
available resources such as statistics, encyclopedia, software, and
digital books and documents.
Crowdsourcing implies that a firm invites individuals to participate
in the development or production of a good. The project is managed by
the firm, but the work is done by a group of arbitrary individuals.
Crowdsourcing does not depend on the Internet but is facilitated by it.
Investments in and financing of new products also take place over
the Internet in terms of crowdfunding and peer-to-peer lending by
bypassing traditional banking and investment procedures.
Questions
1.
Who owns a service produced using the CBPP model?
2.
How can services produced using the CBBP model generate
revenues?
3.
What are the main challenges of the crowdsourcing production
model?
4.
Discuss whether the crowdsourcing production model can
produce digital services of the same quality as the in-house
production model.
Answers
1.
Anyone who participates in the development of the product may
be an owner of it. In some cases, the product is marketed and
maintained by a group of volunteers (e.g., Linux, Gutenberg
Project). In many cases, no one owns the product.
2. In most cases, CBPP does not generate revenues since the
product is offered for free. In some cases, the project may
product is offered for free. In some cases, the project may
receive donations (e.g., Wikipedia) or generate revenues from
ads, complementary services (e.g., consultancy services or
seminars), or services built on the CBPP service.
3.
Challenges are:
– Coordinating the work
– Scheduling and planning tasks
– Attracting the right workforce and expertise
– Quality management
4.
Crowdsourcing may produce better results, more innovative
solutions, and better quality.
References
Bell, L. (2013, June 20). Microsoft offers a $100,000 bug bounty for cracking Windows 8.1. The
Enquirer.
Benkler, Y. (2002). Coase’s Penguin or Linux and the Nature of the Firm. The Yale Law Journal,
112(3).
Brook, Y.. (2007, August 20). The morality of moneylending: A short history. The Objective
Standard.
Drake, D. (2017, December 6). 2000 Global Crowdfunding Sites to Choose from by 2016. The
Huffington Post.
Hellmann, T., Mospitan, I., & Vulkan, N. (2019, September). Be careful what you ask for:
Fundraising srategies inequity crowdfunding. NBER Working Paper No. w26275
Jackson, D. (2017, July 7). The Netflix prize: How a $1 million contest changed binge-watching
forever. Thrillist.
Rooney, K. (2018, May 31). A blockchain start-up just raised $4 billion without a live product.
CNBC.
Roth, J.D. (2012, November 16). Taking a peek at peer-to-peer lending. Time.
Further Reading
Benkler, Y. (2006). The wealth of networks: How social production transforms markets and
freedom. Yale University Press.
Jemielniak, D., & Przegaliska, A. (2020). Collaborative society. MIT Press.
[Crossref]
Footnotes
1 Some of these companies may also have banking licenses, for example, the UK company Zopa.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_8
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Identify whether an enterprise or business sector is a value
chain, shop, or network, or a combination of these.
– Understand the concepts competition, cooperation, and
coopetition in the digital economy.
– Use Porter’s five forces model in strategic analysis and
planning.
8.1 Introduction
There are several models explaining how value is created within a
company. The classical and perhaps most influential paper concerning
the strategy of industrial companies was written by Michal Porter in
1979 (Porter, 1985). Porter’s model was developed for analyzing the
industrial company’s conversion of raw material into final tangible
products sold to consumers. These companies are categorized as value
chains (► Sect. 8.2) because the production follows a linear chain of
transformations. In 1998, Stabell and Fjeldstad published a paper
proposing two additional types of companies using completely different
ways to produce their product: value shops (► Sect. 8.3) and value
networks (► Sect. 8.4) (Stabell & Fjeldstad, 1998). This chapter
discusses and compares all three value creation models and provides a
broad overview of how the business strategies are different in the three
value creation models.
Most companies in the digital economy are value networks. The
value network is closely related to multisided platforms (MSPs) as
discussed in ► Chap. 10. The following sections briefly review all three
value models to show the differences between them, however, with
emphasis on the value network. The value models presented in this
chapter are supplemental to the production models presented in ►
Chap. 7—production models and value models describe different
aspects of the business operations of a company.
Competition is closely related to value creation. Competitive forces
acting upon a company producing digital goods are considered in ►
Sect. 8.5, while ► Sect. 8.6 discusses different aspects of competition
and cooperation in the digital economy.
As most economic models, these models are only crude but useful
approximations of reality. They are useful in the sense that they identify
some issues that matters to fully understand the roots of value creation
and competition. Or as the British statistician George Box reminds us in
an aphorism attributed to him: “…all models are approximations.
Essentially, all models are wrong, but some are useful. However, the
approximate nature of the model must always be borne in mind” (Box &
Draper, 1987).
This is the lowest achievable cost per item. Note that this is different
from digital services in which the marginal cost can be zero (MC = 0) as
explained in ► Chap. 6. This emphasizes the difference between the
industrial economy (non-zero marginal cost) and the digital economy
(zero marginal cost).
Reducing the cost of raw materials can be done by bargaining for
lower prices and utilizing the raw materials better. One example is to
increase the yield when producing large semiconductor wafers, thus
making each wafer cheaper. However, the cost of producing large silicon
crystals with few defects is expensive so that there is a balance between
the optimum purity of the crystals and yield. A second example is to
develop mechanical structures requiring less material for the same
structural strength. The cooling towers of nuclear plants are shaped
such that they require less concrete than a cylinder with the same
cooling capacity—their shape just makes the towers cheaper and has
nothing to do with the physical or chemical processes of the reactor. A
third example is to replace existing raw material with new material that
is more easily available. This requires research into new materials, for
example, to produce semiconductors that are more heat-resistant or to
find materials that can replace indium in touchscreens.
The cost of production is reduced by, for example, inventing new
production methods that are faster and more power effective, require
less manpower (e.g., using robots instead of people), or reduce waste.
Maintenance and renewal of machines are also important factors.
Sometimes, better algorithms will do the trick. A German company
producing printed cards for the electronics industry developed an
algorithm for finding the shortest path (also called the “travelling
salesman problem”) for the movements of the robot drilling the holes
into the card, thereby reducing the time it took to produce a single card
(and hence, reducing the price per card).
Out-logistics costs may be reduced, for example, by just-in-time
production, whereby storage requirements and the need for binding
capital over a long period are reduced.
Value shops earn more money the better and faster they can solve a
problem. Their most important competitive market force is their
reputation. Shops may exist within networks or chains. Some examples
are the advertisement department of newspapers, the consultative
sales department of telecommunications operators, the R&D
departments of the pharmaceutical industry, the design departments of
automobile manufacturers, and the pilot-training centers of airlines.
The shop may, of course, be outsourced to independent companies. For
instance, the newspaper may outsource all its advertisement activities,
including small ads.
Universities and schools are also value shops, as they perform
research, teaching, and innovation. All these activities are problem-
solving tasks; the researcher must find solutions to new challenges, and
the educator must adapt and develop their teaching to target a specific
group of students. Reputation is the most important market force for
both activities.
The value shop is illustrated in ◘ Fig. 8.2. The value shop receives
problems from its customers and solves them using its internal
competence and experience from previous projects. The value shop
may also draw upon external resources to solve complex problems
requiring specific expertise that the value shop does not have. After
solving the problem, a solution is presented to the customer. The value
shop will then evaluate its performance and solution and build
experience. Clever solutions will also contribute to the reputation of the
value shop.
Here, m is the direct cost (marginal cost) per item, A are the common
costs associated with a product, and n is the number of items produced.
How to measure or compute these three variables is discussed next.
Direct cost (m) In many cases, the direct cost per item is zero (also
referred to as the zero marginal cost property) as discussed in ► Chap.
6. The cost of producing and sending one more bit in the
telecommunications network is negligible. The cost of one additional
passenger on an airplane is almost negligible. The cost of producing
and delivering one copy of an electronic book is negligible. The cost of
adding a new user to social media, such as Twitter or Facebook, is also
negligible. On the other hand, the marginal cost of a physical book is
considerable and includes paper cost, printing cost, storage cost, and
shipment cost. In this case, the printing of the book is done in a value
chain, and the cost is as described in ► Sect. 8.2.
Common costs (A) Since the direct costs are often negligible, the
dominant costs of the value network are the common (or fixed) costs.
These costs are the total cost of running the company and producing
and marketing the services. This is contrary to value chains, in which
the direct cost often is the dominant cost. This also indicates that the
strategy of value networks and value chains are different.
End users and buyers may put additional pressure on the companies,
for example, by creating special interest groups which press for lower
prices or better and more reliable products or for abandoning certain
products altogether (examples from non-digital markets are whale
meat and furs). The buyers may also use new distribution channels.
One example is that more and more people are making purchases over
the Internet, thereby reducing the market for physical shops. Loyalty
programs are sometimes instigated to reduce the bargaining power of
the customers (e.g., bonus programs of airlines).
Since the use of social media and web browsing creates enormous
amounts of data about the users of the service, the service provider
may be able to extract information about the user that may violate
personal integrity protection laws or are regarded as ethically
unacceptable. This may then cause users to switch to alternative
suppliers or use the service in a way that is less profitable for the
supplier. There have been reactions against Facebook for having
misused customer trust (Confessore, 2018).
Substitutes are products that may replace other products which offer
the same or an equivalent experience. For example, seafood may
replace meat as nourishment. In the digital economy, substitutes have
become a strong market force. Examples of substitutes include mobile
phones substituting fixed telephone services, and video streaming
replacing broadcast services. The most competitive advantage of
mobile phone manufacturers was originally the design of the radio
modules of the phone, and competition took place between traditional
radio manufacturers. However, as the mobile phones developed into
smartphones (or handheld computers), the competitive advantage
changed to the ability to design complex software that supports the
new functionality, thereby inspiring computer manufacturers to enter
the market. The smartphone then became a substitute for simple
mobile phones produced by a new type of manufacturer. Other
examples of substitutes in the digital economy are e-books substituting
paper books, MP3 players substituting CDs as a medium for the
dissemination of music, and streaming services on smartphone
replacing the MP3 players.
Later, a sixth force was added to Porter’s model. Different authors
attributed different interpretations of what this force is
(Brandenburger & Nalebuff, 1995):
– Complementors
– Government
– The public
In a strategic analysis of the company, it is recommended to
consider all three alternatives because they will all have an impact on
the company’s strategy.
Governments decide rules for competition and oversee that the rules
are followed. In the telecommunications market, regulations may
include license of operation, maximum and minimum price of services
and subscriptions, conditions for lease of network resources, use of the
frequency spectrum, conditions for interconnectivity of customers in
different networks, and number portability. Governments may also
regulate the business of application service providers, for example, via
licensing, taxation, law regulations, and censorship.
The public is made up of more than just users and buyers. Society has
numerous written and unwritten rules that may influence the market of
a company. Some of these rules are ethical; for example, a company may
sell products which are made by suppliers who employ child workers,
cause pollution, or prohibit workers to form labor organizations. This
company may meet strong hostility in the market. Recently, strong
public opposition forced shops to stop selling clothes with certain types
of fur.
Type Threat
Competition Cinemas, broadcast corporations, Disney +, Amazon Prime, Redbox, Hulu
Plus, and several other providers of equivalent services
New entrants Any new provider of streaming services may capture market shares
from Netflix
Bargaining Because of competition, the bargaining power of uses is mainly on price
power of users
Bargaining Distributors of films may withdraw their contract with Netflix as The
power of Walt Disney Company is doing in favor of its own streaming service
suppliers Disney +. Film studios may also negotiate higher prices and special
conditions for delivery of content. They can also ban Netflix from buying
their content
Substitutes BitTorrent technology (See for example BitTorrent on Wikipedia) based
on P2P distributed file sharing (Popcorn Time was a serious threat to
Netflix before it was discontinued for legal reasons in 2014 (Idland et al.,
2015)). The technology is still a threat to Netflix if intellectual property
rights can be solved in a satisfactory way
Complementors Film studios and video producers for delivery of content and ISPs for
distribution of the streaming service
Government Accusation of tax evasion, high energy usage, and traffic stress on the
broadband networks. Some countries (e.g., Iran and China) block access
to Netflix. Censorship of content
Type Threat
The public The public may react to the content of films and shows. One problem for
Netflix is that it provides global services and is subject to reactions from
different cultures restricting what is regarded as universally acceptable
content
Definition 8.4
Companies compete within the same business layer. The companies
may cooperate both within the same business layer (horizontal
cooperation
) and across business layers (vertical cooperation
).
Coopetition implies that a company simultaneously competes and
cooperates with other companies within the same business layer.
8.7 Conclusions
Based on the way in which value is created, three types of enterprises
have been defined:
– Value chains transforming raw material into physical products
– Value shops solving problems for their clients
– Value networks mediating between the stakeholders in the market
Many businesses in the digital economy are value networks. One
characteristic of value networks in the digital economy, making them
different from other value creation models, is that the cost of producing
an additional item is zero—or that the marginal cost is zero. This
property allows them to exploit new business models such as freemium
where some basic products are offered for free, while money is charged
for additional features, and multisided markets where some user
groups are not charged for the service they receive, while other user
groups must pay for the services.
The marginal cost of products produced in a value chain is
always larger than zero. The marginal cost of products produced in
several value networks, particularly in the digital economy, is zero.
It has also been shown how the five forces model of Porter—
originally developed for value chains—can be modified to also apply to
value networks. The model can then be used as a valuable tool in
analyzing business strategies for value networks.
The Internet is a layered network consisting of a transport network
transferring information in form of bits, processing equipment
connected to the network, and applications running on the processors.
This structure gives rise to three independent types of stakeholders:
Internet service providers, equipment manufacturers, and application
service providers. There is cooperation between stakeholders at each of
these layers to provide services to the users, and no competition
between stakeholders on different layers. Competition takes place
between stakeholders on the same layer. However, stakeholders at the
same layer may also cooperate, for example, to interconnect users over
multiple networks, to offer complex services consisting of several
components, and to develop and standardize new technologies.
Questions
1. Are the following businesses primarily a value chain, value shop,
or a value network?
(a)
Johns Hopkins Hospital
(b)
AXA
(c)
Harvard University
(d)
BMW
(e)
Apple iPhone
(f)
Apple App Store
(g)
Twitter
2.
Which of the user groups, if any, contribute to the revenues of:
(a)
The newspaper?
(b)
The social network service?
(c)
The stockbroker?
(d)
Wikipedia?
3.
How does vertical cooperation between online video and music
streaming providers and Internet service providers take place?
Answers
1. Value generation model
(a)
Value shop
(b) Value network (insurance company)
(c)
Value shop
(d)
Value chain
(e)
Value chain (producing iPhones)
(f)
Value network (mediating between app designers and app
users)
(g)
Value network
2.
Revenues
(a)
Usually both the readers and the advertisers. In many
cases, the major (and sometimes all) revenue comes from
advertisers.
(b)
Users of the social service do not pay for the usage of the
service. The revenue comes from other sources, mainly
advertisers.
(c)
Both buyers and sellers of stocks pay a fee to the
stockbroker.
(d)
Neither readers nor authors contribute with revenues.
3. The music streaming provider (e.g., Spotify) may have
subscription for broadband access with several network
providers in different parts of the world to offer streaming
services to millions of simultaneous users. The streaming
service provider may also rent storage facilities in the network
to provide low latency services and reduce the traffic load on the
network. This may become one of the applications of edge
computing in mobile 5G network (for more information, see
Wikipedia article on edge computing)
Wikipedia article on edge computing).
References
Box, G., & Draper, N. (1987). Empirical model-building and response surfaces. Wiley. The
quotation is found on page 424.
Brandenburger, M., & Nalebuff, B. J. (1995). The right game: Use game theory to shape strategy.
Harvard Business Review, 73(4).
Confessore N. Cambridge Analytica and Facebook. The scandal and the fallout so far. The New
York Times. April 4, 2018.
Idland, E., Øverby, H., & Audestad, J. (2015). Economic markets for video streaming services: A
case study of NetFlix and Popcorn Time. NIKT.
Porter, M. E. How competitive forces shape strategy. Harvard Business Review. March/April
1979.
Shapiro, C., & Varian, H. R. (1999). Information rules: A strategy guide to the network economy.
Harvard Business School Press.
Stabell, C. B., & Fjeldstad, Ø. D. (1998). Configuring value for competitive advantage: On chains,
shops, and networks. Strategic Management Journal, 19, 413–437.
[Crossref]
Further Reading
Porter, M. E. (1985). Competitive advantage: Creating and sustaining superior performance.
Simon and Schuster.
Stabell, C. B., & Fjeldstad, Ø. D. (1998). Configuring value for competitive advantage: On chains,
shops, and networks. Strategic Management Journal, 19, 413–437.
[Crossref]
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_9
9. Network Effects
Harald Øverby1 and Jan Arild Audestad1
(1) Norwegian University of Science and Technology, Gjøvik, Norway
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Identify network effects associated with a particular digital
service and the impact the network effects may have on the
temporal evolution of the market.
– Explain how positive network effects may cause slow initial
adaptation of new services and that this may be mitigated by
stimulating early market growth by offering the service for
free initially.
– Demonstrate how the value of networks of different types can
be estimated and use this knowledge in strategic planning.
9.1 Introduction
Definition 9.1 Network Effect
The network effect (also called network externality or demand-side
economies of scale) is the effect that the number of users or amount
of usage of a service has on the value of that service as perceived
individually by each user (Arthur, 1990).
The network effect is the value a new user adds to existing users in a
network (Shapiro & Varian, 1999). A related term is supply-side
economies of scale, which is the effect the number of users or units
produced has on the costs of production. Supply-side economies of
scale are different from network effects—the former describes the cost
advantages of being large, while the latter des cribes the value of having
many users. This section considers the demand-side economies of scale
—the network effect.
Sometimes a distinction is made between network effect and
network externality. Network externality is then used as the general
term referring to all types of feedback from the market (i.e., negative or
positive), while network effect is only used in the case where this
feedback causes an increase in value of the network (i.e., positive).
Since the nature of positive and negative network effects are essentially
the same, we will use the term network effect referring to both positive
and negative changes in value and, if a distinction is necessary, refer to
them as positive or negative network effects.
Fig. 9.4 Result of positive and negative network effects. (Authors’ own figure)
Fig. 9.5 Positive feedback. (Authors’ own figure)
Fig. 9.6 Adding a new node and links to a network. (Authors’ own figure)
Fig. 9.7 Network effects in social network services. (Authors’ own figure)
Fig. 9.8 Market evolution if all customers are imitators or innovators. (Authors’ own figure)
Fig. 9.9 Facebook users in the period from 2004 to 2015. (Authors’ own figure)
Fig. 9.10 A new user joins the network. (Authors’ own figure)
Fig. 9.11 A broadcast network. (Authors’ own figure)
Fig. 9.12 A network where all nodes connect to each other. (Authors’ own figure)
Fig. 9.13 Numerical examples of Metcalfe’s, Odlyzko-Tilly’s, and Sarnoff’s law. (Authors’ own
figure)
Another concept that has to do with the size of human groups is the
Dunbar number; see ► Box 9.2. The concept is used later in this
chapter to evaluate the strength of certain networks.
We may define two types of network effects: positive network
effects and negative network effects.
Negative network effects occur, for example, toward the end of life for
multiplayer online games: if the number of players leaving the game
increases, more players are stimulated to leave the game. Another
example is the standard war between VHS and Betamax where positive
network effects in favor of VHS generated negative network effects for
Betamax. This type of negative network effect is also driven by a
positive market feedback (Øverby & Audestad, 2019).
These two cases are illustrated in ◘ Fig. 9.4.
The network effect is also negative if an increased number of users
cause more dissatisfaction with the service, for example, because of
traffic congestion in Internet routers or servers of social media. This
case is a little more complicated than the previous one. If there are
alternative providers offering the same or replaceable services, this
may stimulate the users to switch to another provider. Take the
competition between Netflix and Popcorn Time as example. Because of
congestions in the servers of Netflix in 2014 and first half of 2015,
several users switched to Popcorn Time even though Popcorn Time was
illegal in most countries. This reduced the congestion on the Netflix
servers so that the traffic toward Netflix again increased causing new
congestion. This caused the traffic toward Netflix and Popcorn Time to
oscillate (Idland et al., 2016). This situation ended in mid-2015 when
the Popcorn Time service was taken down in most countries for legal
reasons, and the capacity of the Netflix servers had been improved.
The outcome of this type of negative network effect can be that the
market enters a chaotic or oscillating state where the market
dominance is oscillating between two or more providers. The outcome
may also be that the market reaches a tripping point where it collapses
and is thereafter rebuilt (e.g., the housing bubble in 2008). Note that
oscillating or quasi-stable markets are also subject to positive feedback
from the market.
Negative network effects may be generated by negative reviews and
low ratings of the product, inferior experience expressed by friends,
few active users, or users leaving the product stimulating others to do
the same. Things that may amplify negative networks effects are
insufficient advertisements (invisibility), poor user experience,
technical issues (such as complex login), freeze-out, congestion, long
response times, disturbing differential delays, interruptions, and
frequent downtimes.
Positive network effects may include high ratings, high product
visibility (bandwagon effect), and excellent user satisfaction as
expressed by friends (word of mouth).
Observe again that network effects, whether positive or negative,
are caused by positive feedback
from the market.
Feedback implies that some part of the output from a system is
routed back to the input of the same system and thus causes an effect
on the output. Feedback theory is important in almost all fields of
science: physics, chemistry, technology, social sciences, medicine,
economics, and so on. The first deep analysis of feedback phenomena in
natural systems was done by the American mathematician and
physicist Norbert Wiener (Wiener, 1948). There are two types of
feedback: positive feedback and negative feedback. These are well-
defined technical terms.
Most markets for digital goods and services are subject to positive or
negative network effects and, hence, subject to positive feedback. This
implies that mainstream economic equilibrium theory does not apply
to such markets.
The points made above are so important (and sometimes
misinterpreted) that it is worthwhile to summarize them. Do not
confuse the terms “positive (negative) network effect” and “positive
(negative) feedback.” Positive and negative network effects are both
driven by positive feedback
from the market. Negative feedback from
the market results in equilibrium markets, while positive feedback
results in non-equilibrium markets. Positive network effects will
drive the market into saturation such as the mobile market. In this
market, everyone sooner or later owns a mobile phone. Negative
network effect will initiate a vicious spiral, in which customers are
leaving the market and the company serving it may face bankruptcy.
When a new user joins a network, they link to other users that are
already a part of the network. This is illustrated in ◘ Fig. 9.10.
The tilde notation “~” is used to indicate the growth rate of the value
of a network. For example, V(n)~n indicates that the value of the
network grows (at most) as fast as cn, where c is a constant. This is
equivalent of the “big O notation,” O(n) = cn, commonly used to assess
the growth rate of algorithms in mathematics and computer science.
in which V(n) is the value of the network and n is the number of devices
connected to the network. The value added by a new user to the
network (network effect or feedback term) is FSarnoff(n) = V′Sarnoff(n)~1.
Hence, there is no network effect in this case. Every new user adds only
a single link to the network. This is shown in ◘ Fig. 9.11, in which the
number of customers equals the number of links in the network which,
in turn, equals the total value of the network. The value of a company
providing a broadcast service depends on the number of customers
only since each customer provides a fixed income to the company.
There is no other value created in these networks.
The law is named after David Sarnoff (1891–1971), an American
pioneer of radio and television manufacturing and broadcast. Sarnoff
spent most of his career in the Radio Corporation of America (RCA) and
the National Broadcasting Company (NBC) and was one of the most
influential businessmen in the early days of radio and television.
Sarnoff’s law applies to all kinds of broadcast networks in which
there is no interaction or exchange of value between users or
customers. The only interaction in a broadcast network takes place
between the provider of the service and the users. In addition to radio
and television broadcast networks, there are several examples of other
digital services in which there is no network effect, for example:
– In Google
Search, a user does not benefit from using the search
engine because other people are using it. Therefore, there are no
direct network effects stimulating people to use the search engine so
that, in this respect, Google Search is a Sarnoff network. However,
there may be a weak indirect network effect, hardly recognized by
the users, since search habits of the users contribute to refinement of
the engine’s search algorithm which, in turn, results in more accurate
search results for other users. On the other hand, Google is a
multisided platform, where the users of Google Search generate a
strong cross-side network effect for the advertisement business of
Google since the number of people using the search engine
determines the fees that Google can charge advertisers.
– Netflix
uses a subscription-based business model. Each subscriber
contributes to the value of Netflix by paying regular subscription
fees. There is no interaction or exchange of value between Netflix
subscribers. On the other hand, Netflix was initially subject to
negative network effects (word-of-mouth) and loss of users to the
illegal Popcorn Time because of overloaded databases (Idland et al.,
2016).
– The value of Wikipedia
depends entirely on the volume and quality
of the articles in the encyclopedia. There is no interaction between
readers, writers, and benefactors and thus no feedback effects
prompting new readers of Wikipedia. The value of Wikipedia for the
reader is the volume and correctness of the content. The value is
independent of who else is reading this content and the number of
writers and benefactors. Wikipedia is a special case where the
network laws do not apply—even Sarnoff’s law—since the value is
independent of the number of users.
in which n is the number of devices. The law assumes that all possible
interactions are equally valuable and probable. For small networks,
such as Ethernet, this is a reasonable assumption. This is illustrated in
◘ Fig. 9.12, in which all nodes are connected to each other in a network
consisting of six nodes. The number of links in the network in ◘ Fig.
9.12 is 15 which, according to Metcalf’s law, is a measure for the value
of the network. Note that the number of links in a network with n
nodes, where all nodes are connected to each other, is n(n − 1)/2 ~ n2,
from which Metcalf’s law follows directly.
Later, it was argued that Metcalfe’s law is also valid for social media
network, such as Facebook, Twitter, and other digital services in which
the most important feature is interactions between individuals. A
recent paper (Zhang et al., 2015) indicates that Facebook follows
Metcalfe’s law quite accurately and that the value can be calculated as
V(n) = 5.7 × 10−9 × n2 ~ n2. However, this conclusion depends on how
value is defined and how the number of users is counted.
The network effect (or feedback term) of Metcalfe’s law is
FMetcalfe(n)~n. This is the most commonly used value for network effects
in economic research. The value was, in fact, used long before Metcalfe
suggested it in 1980. This feedback value is the basis for the diffusion
model of Frank Bass from 1969 (see ► Chap. 18).
Andrew Odlyzko and his coworkers have argued that Metcalfe’s law
is incorrect—in particular, concerning social media networks—since
Metcalfe’s law assumes that all possible transactions have equal value.
In a large population, Metcalfe’s law gives an overestimation of the
value of the network since each individual will only interact with a
small number of other individuals, and not all interactions between
them will be equally strong. Based on this argument, Odlyzko and Tilly
proposed the alternative law:
Hence,
Reed suggests that Sarnoff’s law, Metcalfe’s law, and Reed’s law may
be used to analyze the effect of merging two network companies. The
value of the merged company may then either be proportional to:
– The sum of users of the two companies (Sarnoff), leading to a linear
increase in value
– The increased number of possible interactions between users
enabled by the merger (Metcalfe), leading to a quadratic increase in
value
– The number of groups that can be formed among users in the new
company (Reed), leading to an exponential increase in value
This simple analysis may then, in some cases, uncover otherwise
hidden values and, in other cases, avoid overoptimistic valuations of the
new company.
◘ Figure 9.13 shows numerical examples of Metcalfe’s, Odlyzko-
Tilly’s, and Sarnoff’s law using a linear scale. Observe the significant
differences in value as a function of the number of users for the three
laws. Reed’s law and the modified Reed’s law have not been plotted
since they both increase so fast that they are significantly steeper than
Metcalfe’s law and would, therefore, almost overlap with the vertical
axis.
9.7 Conclusions
The key messages in this chapter can be summarized as follows.
– In some markets, the temporal evolution of the market is stimulated
by positive feedback from the market. This is what is called network
effects. The most important source causing feedback is the number
of customers joining or leaving the market.
– The network effect is positive if an increase in the number of
customers causes further increase in the number of customers.
– The network effect is negative if customers leaving the market
stimulate other users to do the same. The network effect is also
negative if an increase in the number of customers reduces the
quality of the service, stimulating users to leave the market.
– The market may oscillate or become chaotic if there is significant
delay from cause to action.
– Both negative and positive network effects are caused by positive
feedback from the network. Negative feedback stabilizes the market
at a nominal level; that is, counteracting any fluctuations away from
stability.
Network effects are common in the digital economy and are, as
such, important for strategic business analysis in several digital
markets. An important observation is that markets with strong positive
network effects grow very slowly initially and may be abandoned
prematurely.
The network effects depend on the interactions between the
customers. There are three basic types of markets:
– There is no interaction between customers—leading to Sarnoff’s law.
– The customers interact in pairs—leading to Metcalf’s and Odlyzko-
Tilly’s laws.
– The customers interact in groups—leading to Reed’s law.
Questions
1.
Assume that Network A in ◘ Fig. 9.1 grows to Network B and
finally to Network C. Assume that each link has a value equal to
1. Applying the definition of network effects, how does the value
per user increase as this network evolves?
2.
Snapchat is a social media service available for smartphones.
(a)
Identify network effects in Snapchat (positive, negative,
direct, indirect, cross-side, and same-side network effects).
(b)
How are network effects in Snapchat different from
network effects in Facebook?
3. Does Sarnoff’s law give an accurate valuation of Instagram?
4.
Draw two graphs—one linear and one logarithmic—that show
the network effect as a function of the number of users using (1)
Sarnoff’s law, (2) Metcalfe’s law, and (3) Odlyzko-Tilly’s law.
How would you interpret the graphs? (The network effect is
defined in ► Sect. 9.6.1.)
5.
Assume two competing social media companies, A and B, with
NA = 10 million users and NB = 20 million users. Assume that
these two companies plan to merge, making a new company, C,
with NC = NA + NB = 30 million users. Assume further that the
valuation of the companies depends on the number of users
only. What is the total gain (in percentage) from such a merger
when estimating the company’s value using:
(a)
Sarnoff’s law?
(b)
Metcalfe’s law?
(c)
Odlyzko-Tilly’s law?
6. Consider a social media network that you are a part of (e.g.,
Facebook, Twitter, or Snapchat).
(a)
How many users are there in total in the chosen social
media network?
(b)
How many users do you link to in the chosen social media
network?
(c)
How will you rank and quantify the importance of your
links?
(d)
Does Metcalfe’s law or Odlyzko-Tilly’s law best describe
y y
the value that the social media network offers to you?
7.
Facebook has, by 2018, approximately 2.2 billion monthly active
users.
(a)
Based on this number, calculate the total value of Facebook.
You can use the formula V(n) = 5.7 × 10−9 × n2.
(b)
What does this value represent?
(c)
How many users does Facebook need to have for a total
value of 1?
8.
Which of the three laws (Sarnoff, Metcalfe, and Reed) are valid
for the valuation of the following digital services: Google Search,
Gmail, World of Warcraft
, Wikipedia, Netflix, Twitter, YouTube,
eBay, and Facebook?
Answers
1.
Assuming that the value of the network is the number of links
per user, we find:
1.
Network A: 3/3 = 1.
2.
Network B: 11/7 = 1.57.
3.
Network C: 21/11 = 1.9.
The network effect is positive since the value increases
as the number of users increases.
2. Snapchat is used for photo sharing, videos chat, and instant
messaging.
1. Snapchat is subject to positive network effect (the number
of users). This is a direct same-side network effect. Snapchat
also offers advertisements. There is then a direct cross-side
network effect from the number of users to the advertisers.
2.
Facebook (more than 2.2 billion users) is much larger than
Snapchat (about 230 million users). In accordance with
Metcalf’s and Odlyzko-Tilly’s laws, the network effects of
Snapchat are much weaker than for Facebook.
3.
Instagram is a value network mediating between users sharing
photos and videos and is not a broadcast network. Therefore,
Sarnoff’s law does not apply to Instagram.
4.
The strength of the feedback is defined as the value each user
adds to the network. The feedback function is shown in ◘ Fig.
9.13 for the linear case.
– In Sarnoff’s law, the value that each user adds to the network
is 1; that is, there is no feedback in this case.
– In Odlyzko-Tilly’s law, the additional value each new user
adds to the network increases as lnn as the number of users
increases. For a large network such as Facebook, the user
adds approximately 20 units of value to the network.
– In Metcalf’s law, the additional value that each user adds to
the network is n. For Facebook, this is approximately 2 billion,
that is, 100 million times more than Odlyzko-Tilly’s law.
5.
The gain is defined as:
6.
Look for information on Wikipedia or the web for your choice of
social media network.
7.
Value of Facebook.
(a)
This value can be a measure for (i.e., proportional to) the
number of user interactions, revenues, or stock market
value.
(b)
To have value 1, the number of users must be:
8. Value model:
1.
Google Search: Sarnoff (no interaction between users).
2.
Gmail: Sarnoff (there are other email services).
3.
World of Warcraft
: Reed (formation of groups of players).
4.
Wikipedia: none of them—the value of Wikipedia is
independent of the number of users.
5.
Netflix: Sarnoff (no interaction between users).
6. Twitter: Metcalf (depends on the number of followers).
7.
YouTube: Metcalf (number of viewers depends on the
number of videos producers).
8.
eBay: Metcalf (depends on the size of the marketplace).
9.
Facebook: Metcalf (depends on the number of friends).
References
Arthur, W.B. (1990). Positive feedbacks in the economy. Scientific American, No. 262.
Dunbar, R. (1998). Grooming, gossip, and the evolution of language. Harvard University Press.
Idland, E., Øverby, H., & Audestad, J. (2016, November 23–25). Economic Markets for Video
Streaming Services: A Case Study of Netflix and Popcorn Time. NIK 2016, Ålesund, Norway.
Knapton, S. (2016, January 20). Facebook users have 155 friends – But would trust just four in a
crisis. The Telegraph.
Merton, R. K. (1968, January 5). The Matthew Effect in Science. Science, 159.
Odlyzko, A., & Briscoe, B. (2006, July 1). Metcalfe’s law is wrong. IEEE Spectrum: Technology,
Engineering, and Science News.
Øverby, H., & Audestad, J. A. (2019) Temporal market evolution of interactive games. SSRN.
Available at https://ssrn.com/abstract=3412902
Reed, D. P. (2001, February). The law of the pack. Harvard Business Review.
Roberts, P. (n.d.). The most important Facebook statistics for 2017. Our Social Times, Cambridge.
Shapiro, C., & Varian, H. R. (1999). Information rules: A strategic guide to the network economy.
Harvard Business School Press.
Wiener, N. (1948). Cybernetics: Or control and communication in the animal and the machine.
MIT Press.
Zhang, X.-Z., Liu, J.-J., & Xu, Z.-W. (2015). Tencent Facebook Data Validate Metcalfe’s Law. Journal
of Computer Science and Technology, 30(2).
Further Reading
Dorogovtsev, S. N., & Mendes, J. F. F. (2003). Evolution of networks: From biological nets to the
internet and WWW. Oxford University Press.
[Crossref]
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_10
10. Multisided Platforms
Harald Øverby1 and Jan Arild Audestad1
(1) Norwegian University of Science and Technology, Gjøvik, Norway
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Identify the different user groups of a multisided platform.
– Identify the value proposition for each user group and the
combined effect on the aggregate business offered by the
platform.
– Analyze same-side and cross-side network effects governing
the evolution of the different services offered by the platform.
10.1 Introduction
In a multisided platform (MSP), two or more distinct user groups
interact to produce mutual benefits for each other. In many practical
cases, there are just two groups, in which case, the multisided platform
becomes a two-sided platform. There is no essential difference between
two-sided and multisided platforms. The most important difference is
that the multisided platform consists of many more business roles and
interactions between these roles. This chapter will therefore mainly
discuss two-sided platforms, keeping in mind that the theory is valid
also for multisided platforms. For simplicity, we will also refer to two-
sided platform as MSP.
There are two main types of MSPs: digital MSPs and tangible MSPs.
Digital MSPs mediate the exchange of digital goods and services, while
tangible MSPs mediate the exchange of physical goods and non-digital
services. Facebook and MasterCard are examples of digital MSPs,
whereas Uber and Airbnb are examples of tangible MSPs. Tangible
MSPs have also been termed online-to-offline (O2O) MSPs (McAfee &
Brynjolfsson, 2017). ◘ Table 10.1 lists some two-sided platform
businesses.
Some of the major characteristics of MSPs are associated with
network effects, pricing, competition, business ecosystem, and market
regulation (Ardolino et al., 2020).
10.2.2 Pricing
The pricing model and, hence, the way revenues are generated may be
complex. For example, one user group are offered platform services for
free, while other customer groups must pay for the services they
receive (e.g., Facebook and Google Search); customers may pay per
interaction or amount of service they receive, or they may pay a fixed
monthly subscription fee (e.g., eBay and Airbnb); customers may pay
for some types of services and receive other services free of charge
(electronic newspaper); or any combination thereof.
It is a common feature of MSPs that some user groups subsidize the
other user groups by levying differentiated charges among the user
groups. Sometimes, the MSP gets all its revenues from only one user
group while providing services for free to other user groups.
An MSP often benefits from a reduced price of the goods or services
mediated between the sellers and the buyers. This is because low prices
mean more sales and, potentially, more buyers of the goods, increasing
the usage of the platform and, in turn, add value to the platform in
terms of increased cross-side network effects. In this respect, MSPs
have incentives to reduce prices in the business areas in which they
operate.
In several of these pricing regimes, supply/demand theories are
meaningless since the two variables are decoupled in market segments
where the good is traded for free.
10.2.3 Competition
Three basic types of competition are identified for MSPs. The platform
may compete directly with other platforms offering the same services
(e.g., between Facebook and Myspace and between electronic
newspapers) or compete with entirely different platforms for certain
types of customers. Facebook and Google compete for attracting
advertisers to their platform even though the two platforms belong to
completely different business segments. This type of competition may
seem counterintuitive but is the most important competitive challenge
for several platform operators. Finally, there may also be competition
between the customers of the same type (e.g., between drivers offering
services over the Uber platform). This makes competition in the MSP
business more complex than in most other businesses.
One particularly interesting group competing in the advertisement
business is the influencers promoting various products on their blogs
over social media platforms (e.g., Facebook, Instagram, and YouTube).
The influencers run two-sided platforms (readers and advertiser) on
the Internet without owning any kind of infrastructure except their
own smartphones, tablets, cameras, or personal computers.
with solution:
Fig. 10.4 Market and revenue evolution of Facebook. (Authors’ own figure)
10.4 Business Ecosystem and MSPs
One generic model for MSPs consists of six types of stakeholders in
addition to the platform itself: content providers, advertisers,
developers, professionals, merchants, and consumers (Gautier &
Lemesch, 2020). A platform may offer services to all six categories or to
only some of them. Similarly, several stakeholders belonging to the
same category receiving similar or different services from the platform
may be connected to the platform so that the overall ecosystem of the
MSP may be overly complex. The configuration is shown in ◘ Fig. 10.5.
Fig. 10.7 The trade process of multisided platforms. (Authors’ own figure)
10.6 Conclusions
The multisided platform (MSP) provides services to two or more user
or customer groups at the same time. To be an MSP, there must be
interactions between the groups providing benefits for each user group.
The interactions between the groups are the cross-side network effects.
This gives rise to complex business ecosystems consisting of several
types of stakeholders and the numerous interactions between them.
This makes the analysis of MSPs considerably more complex than
businesses offering services to a homogenous group of customers.
Most businesses in the digital economy are multisided platforms.
Therefore, the understanding of how interactions take place in these
platforms is essential in the analysis of price formation within each
individual user group, how the platform configuration generates
revenues, and how competition takes place in the MSP market.
Competition is particularly challenging since competition may take
place not only between similar platforms but also with platforms in
different business segments, for example, Facebook and Google
compete for attracting advertisers.
Several MSPs offer services for free to some user groups, while
other user groups pay for the services. This flexibility is one reason for
being an MSP. The revenues of the MSP are then determined by the
strength of the cross-side network effect these users impose on the
customers paying for the services. In such cases, standard economic
demand/supply analysis may be meaningless.
Finally, several MSPs are de facto monopolies in one of their
business segments (e.g., as social medium) while competing in other
segments.
Answer 10.1
The configuration of Postmates is shown in the figure. The platform
serves three user groups: companies (restaurants and merchants)
selling the goods, the couriers transporting the good to the
customers, and the customers ordering the good. Referring to ◘ Fig.
10.5, these correspond to merchants, professionals, and customers.
The companies selling the goods contribute with revenue to
Postmates. Postmates pays the couriers for transporting the goods.
The customers pay the company delivering the good, where the price
also covers the cost of engaging couriers.
There are cross-side network effects between all three groups.
The more sellers, the more customers, and the more couriers. The
more customers, the more seller, and the more couriers. There are
no significant same-side network effects (◘ Fig. 10.8).
Answer 10.2
Yes. In an MSP, there are cross-side network effects. Metcalfe’s law or
Odlyzko-Tilly’s can be applied to calculate the strength of the
network effects or the value that each user group represents. In ►
Box 10.1 and ► Case Study 10.1, Metcalf’s law was used to do this.
Answer 10.3
The stakeholders are uploaders, users receiving free services,
viewers paying for premium services, content providers channeling
information through YouTube, and advertisers. The revenues are
coming from advertisers and viewers paying for premium services.
Cross-side network effects:
– The more uploaders, the more viewers.
– The more viewers, the more uploaders.
– The more viewers, the more advertisers.
Same-side network effect: uploaders stimulate other uploaders.
References
Ardolino, M., Saccani, N., Adrodegari, F., & Perona, M. (2020). A business model framework to
characterize digital multisided markets. Journal of Open Business: Technology, Markets, and
Complexity, 6, 1–23.
Gautier, A., & Lemesch, J. (2020, January). Mergers in the digital economy. CESifo working paper
No. 8056.
Hagiu, A., & Wright, J. (2015). Multi-sided platforms. International Journal of Industrial
Organization, 43, 162–174.
[Crossref]
McAfee, & Brynjolfsson, E. (2017). Machine, platform, crowd: Harnessing our digital future. W. W.
Norton & Company.
Number of monthly active Facebook users worldwide as of 4th quarter 2019. Statista, 2020.
Sanchez-Cartas, J. M., & Leon, G. (2018). Multi-sided platforms and markets: A literature review.
Universidad Politecnica.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_11
11. Path Dependence
Harald Øverby1 und Jan Arild Audestad1
(1) Norwegian University of Science and Technology, Gjøvik, Norway
Harald Øverby (Korrespondenzautor)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Understand the concepts of diminishing returns, increasing
returns, and path dependence in the context of the digital
economy.
– Explain why some economic systems—contrary to standard
microeconomic theory—may end up in one out of several
equilibrium states depending on internal and external forces
acting on the market.
– Analyze how path dependence is generated by positive
feedback from the market or by external forces.
1 Definitions
The general assumption in conventional economic theory is that the
markets are controlled by negative feedback that reduces any deviation
away from market equilibrium. This is referred to as markets with
diminishing returns in standard economic theory. These markets are in
fine-tuned dynamic equilibrium, in which no change takes place in the
composition of the market. The law of diminishing returns ensures that
this equilibrium state always will be reached and that this state always
is the best choice.
The law of increasing returns implies that if the returns during a period
T are R, then the returns during the next period T are larger than R. One
common cause of increasing returns in the production industry is that
the revenues per unit produced increase because the production cost
per unit is reduced as the production volume increases (at least up to a
certain point). Sometimes this law is referred to as the law of
diminishing cost.
The law of increasing returns must be treated differently in the
digital economy since the cost of production is of no relevance for most
digital goods. As explained in ► Chap. 6, the marginal cost of digital
goods is zero so that the cost of producing one unit of a digital good is
also zero. In the digital economy, increasing returns, therefore, usually
mean that the number of users adopting a digital good during a period
T is larger than the number of users who adopted the good during the
previous period of length T. Returns do not refer to revenues in terms
of money or valuables since, because the marginal cost is zero, the
revenue per user may also be zero (ARPU = 0; see ► Chap. 6). As
explained in ► Chap. 9, increasing returns are driven by positive
feedback from the market, or in other words, increased market
advantages generate further advantages.
A different definition of increasing returns is then appropriate for
the digital economy.
3 Impact of Churning
In markets with several competitors offering similar services, users
may, from time to time, change their affiliation with one supplier for
another. This is called churning. Churning is common in the mobile
phone market. Churning causes fluctuations in the market shares of
each mobile network operator but has kept the distribution of average
market shares rather stable over long periods of time. This is so
because the churn from one operator to another has on average been
equal to the churn in the opposite direction.
In other markets—for example, VHS vs Betamax and Facebook vs
Myspace—this is not the case, and a net churn in favor of one supplier
takes place.
► Box 11.1 contains a simple mathematical model for competition
between two technologies (e.g., VHS vs Betamax) showing the impact
churning has on the growth and decline of the two technologies.
Fig. 11.1 Mathematical model with churning from technology 2 to technology 1. (Authors’
own figure)
with solution:
◘ Figure 11.2 shows the evolution of the market for p = 0.5 and r
= 0.1. The ordinate is the market share (A/N, B/N), and the abscissa
is the number of years after the technology was introduced.
Fig. 11.2 Market evolution of two competing technologies with churning. (Authors’ own
figure)
5 Conclusions
We have seen that several business cases in the digital economy cannot
be explained by standard microeconomic theory. Microeconomic theory
postulates that the market always ends up in a single predetermined
equilibrium. Two cases analyzed in this chapter, VHS vs Betamax and
Facebook vs Myspace, both end up being a winner-takes-all market.
Either of the competitors could have won the market war so that there
are two stable market equilibria in this case. That Facebook and VHS
won the competition is just luck and help from external events working
in their favor. The evolution of these markets is said to be path
dependent.
Path dependence is caused by positive feedback from the market
stimulating growth of some competitors resulting in loss of market
shares for other competitors. Sometimes, one of the competitors will
capture he whole market. As we have seen in this and previous
chapters, positive feedback is common in the digital economy.
Therefore, it is particularly important to be aware of path dependence
and the influence it may have on both establishment of new businesses
and competing with other businesses in the digital economy.
Questions
1.
AltaVista was launched in 1996 and Google was introduced on
the international market in 1999. What happened to the two
search engines? (See, e.g., Wikipedia articles on search engines).
2.
Can the “likes” button trigger path dependency? Explain.
3.
May path dependence explain why similar businesses, e.g., car
dealers, tend to agglomerate geographically?
Answers
1.
AltaVista was inaugurated in December 1995, while Google
appeared on the international market in 1999. AltaVista had an
obvious first mover advantage over Google. Already in early
1996, 45% of the users preferred AltaVista for web search. In
2000, about 1 year after Google started operation, AltaVista had
still 17% of the market, while Google had only 7%. Since then,
the usage of AltaVista declined rapidly and soon more or less
disappeared from the market, while Google increased their grip
on the market and soon became the leading search engine,
currently, with a market share of more than 60%. The reasons
were that Google offered a more efficient search algorithm
(causing positive network effects changing the path of evolution
in favor of Google) and that AltaVista was taken over by Yahoo!
(external path-changing event where the brand name
disappeared from the market).
2. Yes. The “likes” button is a positive feedback mechanism from
the market where a positive response may increase the
popularity of a Facebook page (positive network effect), while a
negative response may reduce the popularity of the page
(negative network effect). See ► Chap. 9 for definitions of
positive and negative network effects and positive and negative
feedback.
3.
Several factors causing agglomeration have been suggested:
– If there are several similar vendors selling similar products
(e.g., cars, shoes), more customers are attracted to the area
and hence increasing the sales for each vendor.
– It may be easier to attract workers with specialized skills to
the region.
– It may stimulate cooperation reducing development costs and
enhancing research.
– It is more likely that easily available support facilities will be
established in the same area.
These factors may then generate positive network effects
attracting new businesses to the same area. It has been claimed
that Silicon Valley grew up in this way.
References
Arthur, W. B. (1990). Positive feedbacks in the economy. Scientific American, 262, 92–99.
[Crossref]
Bannock, G., Baxter, R. E., & Davis, E. (1998). The penguin dictionary of economics (6th ed.).
Penguin Books.
Brian, A. W., Ermoliev, Y. M., & Kaniovski, Y. M. (1986). Strong laws for a class of path-dependent
stochastic processes with applications. In V. I. Arkin, A. Shiraev, & R. Wets (Eds.), Stochastic
optimization (Lecture notes in control and information sciences) (Vol. 81). Springer.
Liebowitz, S. J., & Margolis, S. E. (1995). Path dependence, lock-in, and history. Journal of Law,
Economics and Organization, 11(1), 205–226.
Further Reading
Arthur, W. B. (1994). Increasing returns and path dependence in the economy. University of
Michigan Press.
[Crossref]
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_12
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Identify and classify lock-in mechanisms associated with a
digital technology or service.
– Explain how network effects may cause lock-in and sometimes
also winner-takes-all situations.
– Identify whether or not lock-in effects can be eliminated by
market regulations.
12.1 Introduction
► Chapter 9 explains why network effects may cause lock-in in certain
markets, and ► Chap. 11 illustrates how path dependence generated by
network effects may drive the market into such states. This chapter
considers more closely mechanism that can be deployed to acquire and
maintain lock-in.
Definition 12.1 Lock-In
Lock-in incorporates all mechanisms that a company may use to keep
its customers by establishing barriers to prevent customers to
switch to another supplier. This is referred to as vendor lock-in
(focusing on the vendor instigating lock-in), customer lock-in
(focusing on the customer being locked in), or proprietary lock-in
(focusing on the product or service into which lock-in takes place).
We will use the term lock-in for all three terms since they only display
different perspectives of the same phenomenon.
Acquiring new customers is expensive since it often involves
intensive marketing and expensive price campaigns. Therefore, the
vendor must do whatever is possible to keep the customers. Churning is
defined to be the act that a customer abandons the service offered by
one provider for a competing service offered by another provider.
Vendors want to reduce churning as much as possible by exploiting
various lock-in mechanisms, for example, by making it expensive or
inconvenient for users to switch to other suppliers.
Note that lock-in may lead to de facto monopolies such as in the
standards war between Betamax and VHS (see ► Chap. 11). Lock-in
combined with path dependence is also the reason why Facebook, and
not Myspace, became the leading social networking medium on
Internet. The wisdom is that the level of lock-in for a digital service
significantly influences the evolution of market shares, competition,
and formation of monopolies.
12.3.2 Training
The situation is much the same as for spare parts. A new system—for
example, a new type of aircraft—may require extensive training of staff
for operations and maintenance. The same applies for a change of
computer platforms from, for example, Microsoft to Mac, in which lock-
in mechanisms usually favor Microsoft since they have the biggest
market share.
12.3.8 Bundling
Several suppliers bundle different products to make their offer more
attractive, for example, offering television, on-demand streaming
services, Internet access, telephony, and proprietary content (e.g., free
music lists and movies) as one subscription. The interface equipment
may also be owned by the provider or designed to proprietary
standards so that switching also compels the customer to buy new
hardware. The customer may also lose access to content.
The suppliers may use the lock-in cycle as a tool in strategic analysis
and planning. Decisions taken at each stage of the cycle may influence
the growth of the future customer base and revenues. In the brand
selection and sampling stages, it is important to attract lucrative
customers and avoid customers that generate insignificant revenues. In
the entrenchment phase, the supplier must build in mechanisms that
discourage the customer to switch to another supplier, for example,
making the customer dependent of information and procedures that
cannot be provided by the competitors.
The diagram may then be used to visualize how path dependence
occurs and traps the customer in different lock-in states.
12.5 Network Effects and Lock-In Cycle
Network effects, as explained in ► Chaps. 9 and 11, are among the
strongest lock-in mechanisms, often resulting in de facto monopolies.
This is usually not a vendor-controlled lock-in, but one that is caused by
natural, strong positive feedback from the market in favor of a
particular service or technology (e.g., Facebook vs Myspace).
The most prominent example of a company benefitting from strong
network effects is Facebook. Facebook has grown into a monopoly
because of strong network effects associated with the proficiency of
effective formation of groups of “friends” and rapid dissemination of
information within the groups. It has become virtually impossible for
other suppliers to launch a similar or better service. To do so, the
supplier must offer something that gives the users better experiences
and must be able to build up communities at least as professionally as
Facebook. It must also be possible for the users to move at least part of
their Facebook content to the new website to switch to the new service
provider. Otherwise, the users may lose information they have built up
over time. For the users, loss of information may be a strong reason for
not switching to a similar service offered by another supplier.
YouTube attracts users—both viewers and publishers—because of
the popularity of the service (bandwagon effect) and strong network
effects associated with reviews, recommendations by other viewers,
and ratings. This also leads to lock-in since it is both difficult and
expensive for competitors to build up a competing service that will give
users access to such a volume of video content and provide so much
visibility to publishers of new video material.
Lock-in to a technology is also often caused by network effects. The
two most quoted examples are the adoption of the QWERTY keyboard
(see ► Box 12.1) and VHS as a video cassette standard (see ► Chap.
11).
Fig. 12.2 The original QWERTY layout (By C.L. Sholes - U.S. Patent No. 207,559, Public
Domain). Note that the “0” and “1” is intentionally missing to simplify design. The “0” can be
reproduced as a “O,” while a “1” can be reproduced as an “l” or an “I.” (Source: Public
Domain, ► https://en.wikipedia.org/wiki/QWERTY#/media/File:QWERTY_1878.png)
12.7 Conclusions
The key message is that lock-in is common in the digital economy. For
vendors, there are two strategies:
1.
To keep customers by making the switching costs for the customers
(barriers to leave) as high as possible
2.
To capture customers from competitors by making the switching
cost for customers from competitors (barriers to enter) as small as
possible
These strategies may be conflicting, particularly, in oligopoly
markets. In some cases, this may lead to a prisoner’s dilemma where
the switching barriers for the customers are low, while the vendors
carry all switching costs.
If there is a choice between two or more incompatible technological
standards offering the same services to the consumers, such as VHS vs
Betamax and QWERTY vs DVORAK, the market eventually chooses just
one of them. This is a strong case of lock-in resulting in a winner-takes-
all situation. To end up in this state depends on luck, random events,
and network effects, or in other words, the selection of final state is
path dependent.
Providers of social networking services may also end up as de facto
monopolies (e.g., Facebook). Switching barriers in favor of the provider
are built up by the users themselves by creating and joining
communities of users: the more communities a user is member of, the
larger is the psychological barrier to leave. Facebook is a good example
of a case where there are no monetary barriers against switching but
huge psychological ones.
Questions
1.
Which lock-in mechanisms tie a mobile network operator to the
manufacturer of mobile networks?
2.
Which lock-in mechanisms tie users to mobile network
operators?
3.
Are there any lock-in mechanisms binding users to Spotify?
4.
Are there any lock-in mechanisms binding advertisers to
Facebook?
Answers
1. The most important mechanisms are:
– Spare parts, maintenance, and system updates
– Training
– Economic lifetime
2.
This depends on the country.
– SIM-lock may be legal in some countries but illegal in others,
– Number portability may be mandatory in some countries but
not in others.
– Service bundling may be legal or illegal.
– The mobile operator may offer loyalty programs of some kind.
– The operator may offer cloud services (computation or
storage) that are net transferrable.
3.
If the user switches to another music provider, the user loses the
playing lists since they are not transferrable. The user also loses
access to Spotify Codes and the opportunity to share playlists
and other content.
4.
The advantages of Facebook are the large number of users and
the accurate knowledge about the users that the advertisers may
use to target the advertisements. This is not a strong lock-in
since there are no switching costs. The advertisers have several
other advertisement channels. If an advertiser abandons
Facebook for some reason, this may not cause significant
reduction in sales because the same customers may be reached
via other channels.
References
Amarsy, N. Switching costs: 6 ways to lock customers into your ecosystem. Strategyzer, July 27,
2015.
Kahneman, D., & Tversky, A. (1992). Advances in prospect theory: Cumulative representation of
uncertainty. Journal of Risk and Uncertainty, 5(4), 297–323.
[Crossref]
Liebowitz, S. J., & Margoliz, S. E. (1994). Network externality: An unknown tragedy. Journal of
Economic Perspectives, 8(2), 133–150.
Shapiro, C., & Varian, H. R. (1999). Information rules: A strategic guide to the network economy.
Harvard Business School Press.
Sidak, J. G. (2015). Do free mobile apps harm consumers? San Diego Law Review, 52, 619–694.
Further Reading
Shapiro, C., & Varian, H. R. (1999). Information rules: A strategic guide to network economy.
Harvard Business School Press.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_13
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Identify which types of markets a digital enterprise is
simultaneously serving.
– Explain how digital monopolies are formed.
– Perform strategic planning of a digital service based on
market type.
Fig. 13.2 Difference in value as a function of units produced. (Authors’ own figure)
The worst outcome for firm A happens if it keeps the same price,
while firm B lowers the price. At the same time, the best outcome for
firm A happens if it lowers the price and firm B does not. So, what shall
firm A do? The likely outcome (called the Nash equilibrium) is that firm
A lowers the price and, by the same reasoning, firm B does the same.
This benefits the users, but the revenues of both firms are now lower,
and the business is less profitable.
The discussion above applies to two competing companies but can
easily be extended to an oligopoly consisting of more than two
companies.
An iterated prisoner’s dilemma game is a game which is played
several times in succession. Price war is one outcome of iterated
prisoner’s dilemma games where each competitor tries to follow the
actions taken by the other competitors. One example is the continuous
price war between regional gasoline stations: if one station reduces the
gasoline price, then all the other stations are likely to do the same.
In the early days of mobile communications, price war forced the
operators to offer heavily subsidized mobile phones to the customers.
Since the mobile communication business is an oligopoly, all operators
had to choose this strategy; otherwise, they would soon be out of
business. The strategy had one advantage, namely, that it increased the
adoption rate of mobile phones causing the market to increase rapidly.
As the market matured, the practice changed because it simply meant
less revenue for the operators and did not create any new market
opportunities. The competition then changed, and the operators began
to offer complex subscription packets consisting of various
combinations of price, bandwidth, data volume, and other features to
differentiate one another. The market then became more like
monopolistic competition.
Questions
1. Facebook is a multisided platform offering services in several
market segments; three of them are social networking services,
advertisements, and third-party services. How will you
characterize each of them?
2.
The credit card market is served by two-sided platforms. Who
are the two customer groups served by credit card companies?
What type of market do they represent?
3.
Why can we model the advertisement market of enterprises in
the digital economy both as an oligopoly and as a market with
monopolistic competition?
Answers
1.
Social networking, de facto monopoly; advertisements,
monopolistic competition because there are several competitors
offering different advertisement services to different user
segments (see also Question 3); third parties, oligopsony buying
content from third parties and reselling it to social networking
consumers.
2.
The customer groups are card users and merchants. Both user
groups are buying the service from the companies. Since there
are few credit card companies, both markets are oligopoly
markets.
3.
The advertisement market in the digital economy is dominated
by a few big companies and several small ones. The market may
then be modeled as an oligopoly since it is only the companies
with large market shares in the advertisement market that can
manipulate the evolution of the market. On the other hand, the
total advertisement market also contains a large number of non-
digital companies (e.g., newspapers and journals) reaching
different segments of the population. The advertisement market
can then also be modeled as a market with monopolistic
competition because each stakeholder may offer marketers
access to different segments of the population (e.g., different age
groups) and to special interest groups.
References
Baumol, W. J., Panzar, J. C., & Willig, R. D. (1982). Contestable markets and the theory of industry
structure. Harcourt Brace Jovanovich.
Nelson, R. Global app revenue topped $18 billion last quarter, up 23% year-over-year. Sensor
Tower. October 10, 2018.
Zuckerberg makes it official: Facebook hits 500 million members. TechCrunch. July 4, 2010.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_14
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Explain the difference between merger, hostile acquisition,
reverse takeover, and backflip.
– Understand the concepts of horizontal integration, vertical
backward integration, and vertical forward acquisition.
– Explain how mergers and acquisitions have shaped digital
markets.
14.1 Definitions
► Chapter 13 argued that several companies in the digital economy
progress towards de facto monopolies over time. The main reason for
this is strong positive network effects caused by positive market
feedback. Large companies have an advantage by just being large and
tend to capture even more consumers—both new consumers joining
the market and consumers from its competitors. The result is an
increased market size for the largest company in the market and
reduced market size for the rest. This phenomenon is called organic
growth (Locket et al., 2011)
. ◘ Figure 14.1 exemplifies this for
Facebook, in which a growth from 360 million MAU (monthly active
users) in 2009 to 608 million MAU in 2010 due to users churning from
competing social media and new users that have not used a social
media previously join the service. In this period (2009–2010),
Facebook performed few acquisitions (only one in 2009 and ten in
2010), and most of them were of technical nature. Hence, the growth in
users came only from either churning users or new users. Note that ◘
Fig. 14.1 presents the net increase in users—in the period some users
may have left Facebook for competing social media and vice versa.
However, the net flow of MAU from 2009 to 2010 was positive. Also
note that there are no or few detailed data whether the increase in
Facebook users was from churning or new users—only the net increase
is reported in official statistics. Most probably, the complete picture is
complex and involves churning across every social media at the time,
new users joining, and existing users quitting social media altogether.
Fig. 14.1 Facebook organic growth from 2009 to 2010. (Authors’ own figure)
Fig. 14.2 The 2014 Facebook acquisition of WhatsApp. (Authors’ own figure)
14.4 Conclusions
Mergers and acquisitions are common in the digital economy in which
the frequent motives have been to get rid of competitors, to get access
to new technologies, to buy assets such as patents, to increase market
shares, and to expand into new markets, or in short, to get bigger, more
powerful, and richer. Several of the big corporations are huge
conglomerates consisting of subsidiaries operating in different
technological branches. One reason being that the rate of innovations
after 1995, when the World Wide Web was commercialized, has been
enormous. Mobile apps are examples of this innovativeness. Currently,
there are almost three million apps available, and new apps are added
to the app store at a rapid rate, while old once that are no longer useful
disappear.
All the big corporations in the digital economy have either become
de facto monopolies or are market leaders in at least one of their
markets. They have become so, because there are strong network
externalities in these markets that eventually work in favor of the
winner and keeps the competitors small or push them out of the
market. This is unavoidable organic growth. In addition, these
companies grow more by buying or merging with other companies,
creating commercial giants with a monopolistic core business
surrounded by a large number of subsidiaries. As has been
demonstrated in previous chapters, the company may not even earn
money from its core business but only from its subsidiaries. Facebook is
a good example.
This state of affairs is hard to regulate by the authorities to avoid
market failure and concentration of power.
Exercise
Google has made more than 240 acquisitions since 2001. A selection
of those include Android, YouTube, DoubleClick, GrandCentral,
Motorola, and Waze. Discuss how these acquisitions have allowed for
new or strengthened existing business domains of Google (you may
use Wikipedia for a description of Google and the acquisitions).
Answers
The key businesses of Google are spread over several technologies:
search engine, consumer services (email, software, hardware),
advertisements, and enterprise services. Here follows a few of them
and how they impacted Google’s business operations:
1.
Android Inc. was a company developing mobile phone software
and operating system. It was acquired by Google to strengthen
its own efforts to develop software for mobile phones, e.g., for
supporting apps. Google created the Open Automotive Alliance
(OAA), comprising the world’s leading car manufacturers, to
promote the use of Android in cars. Google improved its position
as software developer by expanding the technologies of Android
Inc.
2. YouTube pushed Google into the social media business. Google
has, by this acquisition, become an important factor in the social
media business and expanded its business area.
3.
DoubleClick offered tools to advertisement agencies and media
for increasing the efficiency of advertising by combining it with
the search engine technology. DoubleClick was merged into the
marketing platform of Google and Google Analytics to improve
their own algorithms for targeting advertisements.
4.
GrandCentral offered call forwarding and voicemail services.
Google changed the name to Google Voice and, thereby, made its
entrance into the market for voice services (e.g., VoIP and
voicemail). In this case, Google bought the technology of
GrandCentral.
5.
Motorola Mobility produced smartphones, Bluetooth devices,
cordless phones, set-top boxes, and other mobile devices. Google
acquired the company to get control over its patent portfolio
and, by this action, protect the Android operating system against
infringements.
6.
Waze is now a subsidiary of Google developing GPS navigation
software. Before acquisition, Waze was a competitor to Google
Maps. The acquisition therefore has strengthened the position of
Google in GPS-related applications. For this reason, the
acquisition is still controversial.
References
Argentesi, E., Buccirossi, P., Calvano, E., Duso, T., Marazzo, A., & Nava, S. (2020, March 4). Tech-
over: Mergers and merger policy in digital markets. VoxEU & CEPR Policy Portal.
Bannock, G., Baxter, R. E., & Davis, E. (1998). The penguin dictionary of economics. Penguin
Books.
Daines, R. M., Nair, V. B., & Drabkin, D. (2006). Oracle’s hostile takeover of PeopleSoft (A). Harvard
Business Publishing: Education.
Deutsch, A. L. (2020). WhatsApp: The best Facebook purchase ever? Investopedia.
Garza, L. M. (2013, April 24). Metro PRC shareholders approve merger with T-Mobile USA.
Reuter.
Gautier, A., & Lemesch, J. (2020, January). Mergers in the digital economy. CESifo Working Paper
Series 8056, CESifo.
Locket, A., Wiklund, J., Davidsson, P., & Sourafel, G. (2011). Organic and acquisitive growth: Re-
examination, testing and enlarging Penrose’s growth theory. Journal of Management Studies,
48(1), 48–74.
[Crossref]
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_15
15. Standards
Harald Øverby1 and Jan Arild Audestad1
(1) Norwegian University of Science and Technology, Gjøvik, Norway
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Explain the necessity of developing standards for systems,
protocols, and other functionalities of the information and
communication technology to ensure interoperability and
interconnectivity between devices and systems.
– Provide examples of organizations responsible for developing
different types of standards and identify the organization that
is likely to have specified a standard for a particular
technology.
– Analyze the impacts of standards on the market for digital
services, and, in particular, why standards commoditize
technologies and services.
15.2.1 ITU
The world’s oldest standardization organization is the International
Telecommunications Union (ITU). ITU was established in 1865 for the
standardization of the emerging telegraph service. ITU was included as
a specialized organization in the United Nations in 1947. The union is
responsible for the standardization of telecommunications networks,
equipment, technical interfaces, network management, services, and
operations. This includes, in particular, the standards for the telephone
network and mobile networks and, to a lesser degree, the
standardization of the Internet and ICT. In fact, at the meeting of the
World Conference on International Telecommunications 2012 (WCIT-
12), the European Parliament presented a resolution where it “Believes
that the ITU, or any other single, centralized international institution
(e.g., ICANN), is not the appropriate body to assert regulatory authority
over the internet” (European Parliament resolution on the forthcoming
World Conference on International Telecommunications (WCIT-12) of
the International Telecommunication Union, and the possible
expansion of the scope of international telecommunication regulations
(2012/2881(RSP))). The major concern was that ITU regulations, in
particular on tariffing, may undermine the principle of network
neutrality. Several other countries supported this view, among others,
the USA, India, Australia, and Japan. Nevertheless, a new resolution was
accepted by 86 of 152 countries stating rather vaguely “to invite
Member States to elaborate on their respective positions on
international Internet-related technical, development and public-policy
issues within the mandate of ITU at various ITU forums including, inter
alia, the World Telecommunication/ICT Policy Forum, the Broadband
Commission for Digital Development and ITU study groups”
(International Telecommunications Union, 2012).
ITU is not the dominating organization behind the Internet today
and will most probably not be so in the future because of the opposition
expressed by the EU, USA, Japan, and several other technologically
advanced countries. For the evolution of the Internet and digital
services, the ITU may become an organization that is not generating the
standards, but rather ratifying standards produced by more specialized
organizations.
One of the most important tasks of ITU is to govern the use of the
radio spectrum. The allocations of radio spectrum to the different
services (satellites, land mobile networks, radio astronomy, radio
amateurs, broadcasting, and several other uses) are revised every 3 to 4
years by the World Radiocommunications Conferences (WRC). The
allocation of the frequency spectrum is an international de jure
standard. Other de jure standards of ITU include allocation of country
codes for telephone numbers, international mobile subscriber
identities (IMSI), and international numbering and identification plans
for radio communication with ships and aircraft.
15.2.2 ETSI
The European Telecommunications Standards Institute (ETSI) was
established in 1988 as an offspring of the Conférence européenne des
administrations des postes et des télécommunications (CEPT). ETSI is an
independent standardization organization for the EU and associated
European states (e.g., Switzerland, Norway, and Turkey). Industries and
organizations of these countries are the full members of ETSI. In
addition, there are several organizations and industries from other
counties outside Europe that are associated members, for example,
USA, Japan, People’s Republic of China, India, Brazil, Australia, and
Canada. Currently, ETSI has over 800 full and associated members
(countries, industries, and organizations).
ETSI is now regarded as world’s most influential, progressive, and
successful standardization organization on all aspects of information
and communications technologies, including new fields such as
machine-to-machine (M2M) technologies and the Internet of Things
(IoT). ETSI has taken over many of the roles ITU had previously,
publishing more than 2000 standards every year.
15.2.3 3GPP
The third Generation Partnership Project (3GPP) is responsible for
developing the standards for public land mobile networks 3G, 4G, 5G,
and beyond. 3GPP has also taken the leadership in developing Internet
standards for applications in mobile systems such as new voice-over-IP
standards, the IP multimedia subsystem (IMS) for application in all-IP
mobile systems, and access technologies and architectures for the
Internet of Things.
3GPP is a partnership of the major standardization organizations in
the USA, Europe, and Asia. The technical support team is located at the
headquarters of the European Telecommunications Standards Institute
(ETSI) in Sophia Antipolis, France. The standardization work is based
on voluntary contributions from more than 370 member organizations.
All standards made by 3GPP can be accessed and loaded down free
of charge by anyone and are, in this respect, free open-source standards
(The 3GPP specifications can be loaded down free of charge from ►
http://www.3gpp.org/specifications/releases). One of the most
successful technological evolutions in ICT is the evolution of the digital
mobile telephone service, starting with implementation of GSM in
1991. The events leading to the standardization of mobile
communications are reviewed in ► Box 15.1.
15.6 Conclusions
Interoperability is one of the key features of ICT. Interoperability means
that all networks (mobile or fixed) are interconnected and are able to
pass messages between people and machines irrespective of in which
country or region of the world they are located. Interoperability also
implies that equipment produced by different manufacturers can work
together using standardized interfaces and protocols.
International standards for ICT are developed by several specialized
standards organizations. Almost all ICT standards are de facto
standards; that is, they are not mandatory but are convenient since they
ensure global interconnectivity and support innovations of applications
and services that otherwise would have been impossible. Just a few
international ICT standards are de jure standards. Examples are the use
of the frequency spectrum by different radio communication services;
the formats of international identification and numbering plans for
land mobile, aeronautical, and maritime services; and standards for
certain services such as ground-to-air traffic control.
The standards also commoditize the technologies and services they
specify, for example, wireless communication, Internet access, and
World Wide Web protocols. On the other hand, these commoditized
technologies support a vast number of non-standard applications
opening up for a digital market consisting of a mix of millions of big and
small businesses. The three basic technologies—wireless
communication, Internet, and the World Wide Web—have created an
enormous, innovative arena for business development.
Questions
1. Which organizations are responsible for standardization and
allocation of:
(a)
Telephone numbers?
(b)
E-mail addresses?
(c)
Web addresses?
Hint: this information is found by searching the
Internet.
2.
How can a 4G smartphone communicate with a GSM phone for
voice communication despite being designed to incompatible
standards?
3.
Which protocols are standardized by RFC791, RFC2616, and
RFC793?
Answers
1. The standardization bodies responsible for allocation of
telephone numbers, e-mail addresses, and web addresses are:
(a)
ITU has standardized the general formats of international
telephone numbers and is responsible for allocating
unique country codes identifying the country. This code
consists of the first one, two, or three digits of the
international telephone number. The remaining digits
(called the national telephone number) are allocated by
national authorities, either a regulatory authority or the
telephone network operator.
(b) The e-mail address is written as local-name@domain-
name (e.g., Joe.jones@example.edu) where domain name is
accredited and registered by the Internet Corporation for
Assignment of Names and Numbers (ICANN), and the local
name is allocated by the e-mail provider. The allocation
principle is standardized by the Internet Engineering Task
Force (IETF). The domain name identifies the host and is
converted to a unique IP number for sending the e-mail
over the Internet to the e-mail server.
(c)
The format of the web address was proposed by Tim
Berners-Lee and standardized by IETF. The format is
composed of three parts as follows: ptotocol://► www.
domain-name/index.html. The protocol is either http or
https, the domain name is the same as for e-mail addresses
(allocated by ICANN), and the index is the local address
generated automatically by the file management system of
the host computer. The index identifies the web page
uniquely within the file system of the host computer.
2.
The voice format is translated from the GSM format to the 4G
format—and vice versa—by interworking units in the network.
The same applies to conversations between 4G (or GSM) and
fixed telephones, between ordinary telephones and VoIP
telephones, between different standards of fixed telephones
(e.g., between European and North American coding standards),
and so on.
3.
RFC791, IP version 4; RFC2616, http; and RFC793, TCP.
Reference
International Telecommunications Union. (2012). Final acts: world conference on international
telecommunications, Dubai.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_16
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Understand the concept of long tail distributions.
– Identify the existence of long tails in a particular digital
service.
– Evaluate the effect of the long tail on revenues.
In the banking industry, the long tail has been exploited to provide
microcredit to lower-class and poor people. For instance, Grameen
Bank in Bangladesh offers small loans to people and private enterprises
that would normally not be qualified for a loan in a regular bank.
Crowdsourcing is an example of long tail production. The long tail
here is made up of all the skilled people that may contribute to a
software product but are, a priori, unknown to the developer. Wikipedia
encourages the regular Internet user to become an author of the
encyclopedia, hence creating a long tail of contributors. Wikipedia’s
workforce is supplied by many contributors in a long tail of supply.
Big companies, such as Amazon, can profit from all products—both
products that sell in huge numbers (head) and products that sell in
small numbers (tail). However, the long tail has also made it possible
for individuals to start a type of business that was not possible before.
For example, individuals may now sell merchandise on eBay, offer their
services on Airbnb and Uber, and sell their own books on Amazon.
These individuals supply the long tail with products and services that
were not previously available to consumers. Selling merchandise
without a physical store was expensive before the advent of e-
commerce. However, today, anyone can become an e-commerce retailer
(or reseller) by setting up a web page to offer manufactured products.
Such a business will find its place on the long tail among thousands of
other suppliers in the same business area.
16.4 Conclusions
One of the most important characteristics of digital businesses is that
the marginal costs of the products are zero; that is, there is no cost
associated with production, storing, and distributing the good. For
companies selling digital goods, it is, therefore, no practical limits to
how many products they have in store. This has created a new type of
business that is not practical for products requiring physical space for
manufacturing, storing, and delivery. This is the long tail of products
that are low in demand but collectively create considerable revenues.
Amazon has successfully applied this strategy, and it is claimed that
about one-third of their revenues stems from the long tail consisting of
books not available in ordinary bookstores. There are several examples
of businesses in the digital economy exploiting the same strategy.
Statistically the long tail distribution is related to other statistical
distributions such as discrete power-law distributions, the discrete zeta
distribution, the Zipfian distribution, and general discrete heavy tail
distributions. For example, the long tail distribution of Amazon can be
modeled using the Zipfian distribution. Using the distribution fitting
the empirical data best, the expected sales from the long tail can be
estimated for a variety of digital businesses so that the concept can also
be used in strategic business planning.
The distribution of the size of routers on the Internet and
connectivity of webpages of the World Wide Web have also long tails.
This has important consequences both for the robustness and the
vulnerabilities of these structures.
Questions
1.
How is Airbnb exploiting the long tail of demand and the long
tail of supply in its business operations?
2.
What are the characteristics of the long tail generated by Uber in
the personal transport industry?
3.
What is the probability that that the Internet contains a router
with 1000 connections if the size distribution of Internet routers
follows a general power law with α = 2? To simplify calculations,
you can use the fact that Riemann’s zeta function with argument
2 is . If there are ten million routers on the Internet,
Answers
1. Airbnb allows people to rent out their homes. This is how
Airbnb thereby creates a “long tail” to the supply of available
vacation resorts for tourists. Airbnb contributes to the supply
side of the tourist industry. Airbnb are different from hotels.
They have few rooms available (typically accommodating 2–5
guests) and may be situated outside the city center, where most
hotels are located. They may also be cheaper or offer facilities
not available at hotels. The demand aspect of this is that people
often prefer to rent unique homes, vacation homes, or rooms
with bread and breakfast rather than hotels.
2.
On the supply side, Uber creates a long tail in the taxi market by
enabling private drivers to offer transport using their private
cars. This includes that the driver may offer special service such
as a ride in a sport car, limousine, van, motorcycle, and so on. On
the demand side, the market for personal transport has been
increased both in size and diversity.
3.
Apply the general power-law distribution and observe that:
References
Albert, R., & Barabási, A.-L.. (2001). Statistical mechanics of complex networks. ArXiv.
Anderson, C. (2006). The long tail: Why the future of business is selling less of more. Hyperion.
Audestad, J. A. (2007). Internet as a multiple graph structure: The role of the transport layer.
Information Security Technical Report, 12(1), 16–23.
[Crossref]
Brynjolfsson, E., & Saunders, A. (2013). Wired for innovation. The MIT Press.
Brynjolfsson, E., Hu, Y., & Simester, D. (2003). Consumer surplus in the digital economy:
Estimating the value of increased product variety at online booksellers. Management Science,
49, 1580–1596.
Brynjolfsson, E., Hu, Y., & Smith, M. D. (2010). The long tail, the changing shape of Amazon’s
sales distribution curve. SSRN.
Brynjolfsson, E., Hu, Y., & Simester, D. (2011). Hello long tail: The effect of search cost on the
concentration of product sales. SSRN.
Dorogovtsev, S. N., & Mendes, J. F. F. (2001). Evolution of networks: From biological nets to the
internet and WWW. Oxford University Press.
Hanks, J. (2017, April 4). Amazon doesn’t do long tail. Why should you? Practical Ecommerce.
Schroeder, M. (2009). Fractals, chaos, power laws: Minutes from an infinite paradise. Dover.
Further Reading
Anderson, C. (2006). The long tail: Why the future of business is selling less of more. Hyperion.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_17
17. Digital Markets
Harald Øverby1 and Jan Arild Audestad1
(1) Norwegian University of Science and Technology, Gjøvik, Norway
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Understand digital and e-commerce markets.
– Identify the different types of stakeholders in digital markets.
– Analyze network access markets and information service
markets.
17.6 Conclusions
Digital markets can be categorized in several ways.
– E-commerce markets include all kinds of trading using the Internet
for product search, purchasing, and payment. The good may be
tangible or digital. In the latter case, the good is also delivered on the
Internet. One basic requirement for a trade to be categorized as e-
commerce is that the trade is associated by financial transactions.
Examples are Amazon and Spotify.
– Network access markets are the commercial activities associated
with network access and transfer of bits between users. The
stakeholders include owners of infrastructures such as Internet
routers, optical fiber networks, wireless access networks, and
satellite networks. The concept also includes Internet service
providers (ISP) offering the infrastructure services such as Internet
access and 5G mobile services to the customers.
– Information service markets consist of the myriad of services offered
by content providers and application service providers.
Moreover, the information service markets may also be categorized
as:
– Over-the-top services where the provider of the service is bypassing
traditional services offered on the network such as voice, television,
and messaging by hiding them in unspecified Internet packets.
– Search goods where the attributes of the service are known before
consumption.
– Experience goods where the attributes of the service are only known
after consumption.
– Prosumer markets where the users are both producers and
consumers of value.
Questions
1.
Amazon and Alibaba are two of the largest e-commerce
companies in the world.
(a)
Are Amazon and Alibaba doing B2B, B2C, C2B, or C2C e-
commerce?
(b)
How are Amazon and Alibaba handling online payments?
(c)
Have Amazon’s and Alibaba’s business operations
influenced transaction costs?
2.
Apple Pay is an online payment service.
(a)
Is Apple Pay an experience good or a search good?
(b)
Is Apple Pay an OTT service?
3.
Why can we categorize the users of eBay, Twitter, Airbnb, and
Wikipedia as prosumers?
Answers
1.
Amazon and Alibaba
(a)
Amazon is primarily a B2C and Alibaba is primarily a C2C.
However, Amazon has also enabled C2C on its platforms.
(b)
Alibaba has its own payment system called Alipay. Amazon
relies on external payment systems.
(c)
Both Amazon and Alibaba have contributed to reduced
transaction costs in the digital economy. This is because
they allow consumers to search for millions of products on
their websites in a very efficient way compared to
traditional retail businesses, e.g., by using keywords.
2.
Apple Pay
(a)
Apple Pay is a search good: the attributes of the service are
known before it is used.
(b)
Apple Pay is not an OTT service but offered in combination
with other Internet services (e.g., e-commerce).
3. eBay offers a platform on which users may sell goods directly to
other users. Users post messages on Twitter that is read and
commented by other users. Airbnb mediates between users
References
E-commerce in the United States, Statistics and Facts. Statista. July 7, 2020.
Global Mobile Commerce Forum: Inaugural plenary conference. November 12, 1997.
Lang, B., Dolan, R., Kemper, J., & Northey, G. (2020). Prosumers in time of crisis: Definition,
archetypes and implications. Journal of Service Management, 32(2), 176–189.
Linde, F., & Stock, W. G. (2011). Information markets. A strategic guideline for the I-commerce. De
Gruyter Saur.
[Crossref]
Long, D. (2017, July 5). China’s ecommerce market to pass $1.1tn in 2017. The Drum.
Nelson, P. (1970). Information and consumer behavior. Journal of Political Economy, 78(2), 311.
[Crossref]
Pine, B. J., & Gilmore, J. (1998, July 1). Welcome to the experience economy. Harvard Business
Review.
Popovic, A. (2019, August 21). mCommerce: How mobile commerce is changing the way we do
business. Price2Spy.
Rhodes. (2017, September 22). UBER: Which countries have banned the controversial taxi app.
The Independent.
The impact of Covid-19 on ecommerce. Ecommerce News Europe. January 15, 2021.
Further Reading
Laudon, K. C., & Traver, C. G. (2017). E-commerce 2017: Business, technology, and society.
Pearson.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_18
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Identify the growth mechanisms of evolving markets.
– Set up departmental mathematical models for simple digital
markets.
– Apply strategic issues such as latency, effects of churning,
growth rate, and inflexion on the evolution of real markets.
18.1 Introduction
This chapter presents quantitative models for the temporal evolution of
digital markets. The chapter requires some basic knowledge of
elementary calculus such as ordinary differential equations and simple
algebraic manipulations. Some of the mathematical derivations are
placed in separate boxes to make the text more easily available also to
those who are less skilled in calculus.
The objective is to uncover the dynamic behavior of markets that
are common in the digital economy, for example, social media,
interactive games, communication services, and sales of electronic
gadgets. An evolving market is not in an equilibrium state, and standard
supply-demand theories do not apply to these markets. Moreover, in
several of these markets, the marginal cost and the price of products is
zero (e.g., Facebook and Google Search) making supply-demand curves
meaningless.
The purpose of this chapter is to show:
– How the markets for certain products (e.g., durables and certain
digital services) evolve and mature as a function of time (► Sect.
18.2)
– Why competition may, in some cases, lead to winner-takes-all
markets and, in other case, to stable markets shared by several
suppliers (► Sect. 18.3)
– How markets like interactive games grow, mature, and die (► Sect.
18.4)
The temporal evolution of the market can, to a first approximation,
be modeled using single first-order differential equations or coupled
sets of such equations. For simplicity, all markets that are considered
consist of a fixed number, N, of potential customers buying the good;
that is, market variations owing to births and deaths processes are
ignored. The equations then become simpler, and the solutions are
easier to understand. The simplification does not alter the validity and
generality of the conclusions.
In some markets, eventually all potential customers have purchased
the good at some time, and no more sales take place. It is also assumed
that there are no other saturation effects (e.g., insufficient supply)
influencing the likelihood that a product is purchased. There are several
examples of services that have evolved in this way—for example,
mobile phone subscriptions and Internet access. In both cases, no
significant saturation effects caused by overload in the technical
infrastructure have been observed during the evolution of these
networks. Similar observations are made regarding the evolution of
several social media services—the providers of the services seem to be
able to put up enough capacity to avoid the saturation effects that
moderate the evolution of the service.
We start with analyzing markets using the market diffusion
equation developed by Frank Bass in 1969 (Bass, 1969). There are
several reasons for this:
– The Bass diffusion model describes rather well the evolution of
markets for durable commodity products where every household
usually needs one item of each, for example, refrigerators, home
freezers, stoves, and lawn mowers. The model is also valid for social
media such as Facebook and Twitter and for subscription-based
digital services such as Internet access, Spotify, and Netflix.
– The Bass diffusion model allows simple analytic solutions from
which we may draw important conclusions concerning the temporal
evolution of the market.
– The model can also be used in more complex cases such as
competition and online games to describe processes such as
customer churn and the rate by which customers are leaving the
service.
Parameter Description
N Total population
B Individuals that have bought the product or are using the service at time t (i.e.,
the current customers)
p Coefficient of innovation
q Coefficient of imitation
t Time
This is the Bass diffusion equation. Note that the term p + qB is the
intensity by which an item is sold in the infinitesimal period dt. dB/dt
is, therefore, the demand for the good at time t since the demand is, by
definition, the same as items sold per unit of time. The Bass equation is
solved in ► Box 18.1.
◘ Figure 18.2 shows the solution of the Bass equation for a total
population of N = 106 individuals, B0 = 104 initial customers, the
coefficient of innovation p = 0.03, and the coefficient of imitation q = 3.8
× 10−7. The values of p and q are based on the typical and average
values found in the paper by Mahajan et al. (1995).
Fig. 18.2 Plot of the Bass diffusion model. (Authors’ own figure)
Fig. 18.3 The Bass diffusion model with only imitators and only innovators. (Authors’ own
figure)
The condition that the Bass equation produces an S-curve is that
there is an inflexion point
somewhere on the curve. An inflexion point is
a point in which the tangent to the curve has a maximum (or minimum)
value; that is, the increase in the growth rate changes from positive to
negative (or vice versa). At this point, the second derivative of the curve
is zero. How the inflexion point is found is shown in ► Box 18.2.
One of the most important issues when introducing a new product
is the time it takes until enough customers have purchased the good so
that the business has become profitable. This may be called the latency
period for market penetration. It is reasonable to define the latency
period to be the time it takes to reach 10% of the full market size (T10).
For a market with only imitators (p = 0 in the Bass equation), we find
by simple algebra that:
in which T50 is the time it takes to reach 50% of the potential market. ◘
Table 18.2 shows the latency period for several values of B0 (the
number of customers that must be captured before the product is
launched). In the table, the time to reach 50% of the market, T50, is 5
years.
Table 18.2 Latency periods vs initial customer base. (Authors’ compilation)
If T50 = 5 years and B0/N = 0.001, the latency period is 3 years and 4
months. If B0/N = 0.01, the latency period is still 2 years and 7 months.
In markets without (or with very few) spontaneous buyers, the latency
period is long, and the supplier may choose to terminate the service
before the network effects become significant. This is the strategic
dilemma in markets with strong network effects and, in which, there is
a minor incentive for users to spontaneously join the service. The
service may then be terminated before the market has started to
mature. See also ► Chap. 9 where the problem of long latency period is
discussed in the context of network effects.
If there are only innovators (i.e., q = 0) and B0 = 0, the solution
reduces to:
For T50 = 5 years, the latency period is only 9 months. In the case
with only innovators, the market increases linearly, B(t) ≈ pNt, for small
t. On the other hand, if there are only imitators, the market increases
exponentially for small t, B ≈ B0eqNt. The importance of this observation
is that initially (i.e., for small t) exponential growth is much slower than
linear growth. This is the origin of long latency period in markets with
only imitators.
On the other hand, observe that the time for the market to increase
from 50% to 60% is only 6 months in the case of only imitators and
B0/N = 0.01, but more than four times as long without feedback (i.e.,
only innovators). The conclusions of this discussion are shown in ◘ Fig.
18.4 and summarized as follows:
– If all customers are innovators, then the latency period is short;
however, the time to capture market shares above 50% is long.
– If all customers are imitators, the latency period is long; however, the
time to capture market shares above 50% is short.
Fig. 18.4 Latency period in the Bass diffusion model. (Authors’ own figure)
Fig. 18.5 Model of two competing suppliers with churning. (Authors’ own figure)
There are three flows, in which it is assumed that the rate of each
flow obeys the Bass equation:
– New players enter the game with rate (p + qP)B.
– Players leave the game with rate (r + sQ)P.
– Players rejoin the game with rate (u + vP)Q.
The dotted lines in the figure show the network effect. For
simplicity, we will call this model the BPQ model (Øverby & Audestad,
2019).
The coupled set of differential equations is now:
Fig. 18.9 System dynamic model for the Bass equation. (Authors’ own figure)
18.6 Conclusions
This chapter shows how some important observations in the digital
economy can be substantiated using simple mathematical tools.
The solution of the Bass equation pinpoints some strategic
dilemmas:
– If all customers are innovators, then the latency period is short;
however, the time to capture market shares above 50% is long. This
implies that the total market is smaller than anticipated.
– If all customers are imitators, the latency period is long; however, the
time to capture market shares above 50% is short. The product may
then be prematurely withdrawn from the market.
The differential equations for markets with competitors show that if
there is stimulated customer churning between the competitors, the
market ends up as a de facto monopoly. Which competitor captures the
whole market is arbitrary depending on events during the evolution of
the market. The equation also shows that there are cases where the
market is shared between several competitors. In these cases, the
churning is spontaneous and independent of the market shares of the
competitors.
The form of the differential equations for interactive online games
shows that strategy to extend the lifetime of the game is to reduce the
rate by which players leaves the game and increasing the rate by which
earlier players rejoins the game. The strategy is then to identify how
these rates can be manipulated, for example, by adding new features
and improving other aspects of the game.
Finally, more complex markets can be analyzed using system
dynamics. In these models, the market parameters can be constants,
depend on time, be discrete, and so on.
Questions
1.
Consider the Bass equation and the two graphs in ◘ Fig. 18.3 (B0
= 104, N = 106, p = 0.05, and qN = 0.38). Assume that the graphs
represent customer adoption to a social media service.
(a)
How large is the initial market share (i.e., at time t = 0)?
(b)
Consider the case with only imitators (p = 0). What is this
distribution called?
(c)
How can the Bass equation be expressed when p = 0?
(d)
How many customers have adopted the service at the
inflexion point when p = 0
? And when p = 0.05?
(e)
At what time does the inflexion point occur when p = 0?
(f)
What is the rate of new customers joining the service at the
inflexion point when p = 0?
2.
Consider the Bass equation when there are only innovators (q =
0).
(a)
What is the solution of the Bass equation for q = 0 and B0 >
0?
(b)
Find the inflexion point in this case (if any).
(c)
Show that the market increases linearly for small t.
3.
Consider two digital services satisfying the model for markets
with competition and churning. Assume that c1 = c2 ≠ 0 and d2 >
d1. Which of the following best describes the market state in the
long run: B1 = B2, B1 > B2, or B1 < B2? Explain why.
Answers
1.
Bass equation.
(a)
At time t = 0, the initial market share is B0/N = 104/106 =
1%.
(b)
The distribution is called the logistic distribution.
(c)
When p = 0, the solution of the Bass equation is:
(d)
The number of customers at the inflexion point for p = 0
is
Binfl = N/2 = 500,000. When p = 0.05, the number is Binfl =
(qN − p)/2q = 434.211.
(e)
Solving the Bass equation with p = 0 for t gives:
(c)
Expanding the equation for B(t) as a series, and only
keeping terms to the first order in t gives:
References
Bass, F. M. (1969). A new product growth model for consumer durables. Management Science,
15(5), 215–227.
Cannarella, J., & Spechler, J. A. (2014) Epidemiological modeling of online social network
dynamics. ArXiv 1401.4208.
Forester, J. (1971). Counterintuitive behavior of social systems. Theory and Decisions, 2, 109–
140.
Mahajan, V., Muller, E., & Bass, F. (1995). Diffusion of new products: Empirical generalizations
and managerial uses. Marketing Science, 14(3), G79–G88.
Meadows, D. H., Meadows, D. L., Randers, J., & Behrens, W. (1972). The limits to growth. Potomac
Associates – Universe Books.
Øverby, H., & Audestad, J. A. (2019). Temporal market evolution of interactive games. SSRN.
Roberts, P. (2017). The most important Facebook statistics for 2017. Our Social Times,
Cambridge.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_19
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Use the business model canvas to model digital businesses.
– Use the stakeholder relationship model to model network
effects in digital industries.
– Explain the business model of some popular digital services,
including World of Warcraft, Spotify, Facebook, Wikipedia, and
Airbnb.
Table 19.1 The nine building blocks of the BMC. (Authors’ compilation)
Building Description
block
Value Describes the values and benefits created by the organization that are offered
proposition to one or more customer segments. The value proposition may comprise one or
several different propositions targeting different customer segments. The value
proposition describes the goods and services that the organization produces
and delivers to customers, as well as the benefits that customers get by buying
them
Building Description
block
Customer Identifies one or several customer segments targeted by the organization’s
segments value proposition. Different customer segments may have different roles in the
BMC
Channels Describes how the value proposition is transferred to the customer segments
Customer Defines the organization’s relationship with the customer segments
relationships
Key Describes the key activities needed to create and offer the value proposition
activities
Key Classifies the key resources needed to support the key activities and to create
resources and offer the value proposition to the customer segments
Key partners Identifies the key partners required for creating and offering the value
proposition to the customer segments
Cost Identifies the elements that contribute to the cost of the organization, including
structure the cost of the various key activities
Revenue Describes how the different customer segments contribute to the
streams organization’s income
The nine building blocks of the BMC can be divided into three
groups: value proposition, value turnover, and value generation.
Value proposition is the core building block of the BMC. The
advantages of well-defined value propositions are:
– Upholding a clear focus on the fundamental activities of the business
– Identifying and maintaining any core competencies that the company
may possess
– Precise targeting of the production toward products that the users
will have and, thereby, avoiding production of goods that nobody will
buy
– Willingness to change direction as processes, technologies, and
products are substituted by new ones
– Willingness to change direction based on feedback from the users as
the market evolves
– Effective marketing that focuses on user needs and user satisfaction
– Creating customer confidence in the product
– Understanding how and why the product creates value for the users
Value turnover includes four building blocks: customer segments,
channels, customer relationships, and revenue stream. These building
blocks describe how the organization disseminates its value
proposition to the customers and how the customers generate
revenues for the company.
Value generation includes the building blocks of key partners, key
activities, key resources, and cost structures. More specifically, it
describes what is needed in terms of resources, activities, and partners
to create the value proposition and the costs associated with these
activities. Value generation should also specify—either directly or
indirectly—the value model (see ► Chap. 8) used by the company and
whether the platform is single-sided or multisided (► Chap. 10).
The BMC of specific organizations is a thorough description of each
of the nine building blocks and the relationships between them. ◘
Figure 19.2 shows an example of these relationships.
Fig. 19.2 Relationships between the building blocks in the BMC. (Authors’ own figure)
The steps in the analysis are as follows (the numbered list refers to
the numbers in ◘ Fig. 19.2):
1. The analysis starts with defining the set of value propositions the
organization delivers to the customers. This includes the goods and
services that the organization delivers and the value and benefits
they may have for the customers.
2.
Identify the various customer segments and the value proposition
each segment receives.
3.
Describe how the product is provided to the identified customer
segments through specific channels, for example, over the Internet
or by postal services.
4.
Describe how customers directly and indirectly generate the
revenue stream for the organization, also including customers or
users receiving the product for free (i.e., those with zero average
return per user (zero ARPU)) because their contribution may be
significant through indirect revenue channels.
5.
Identify the relationships between the organization and the
customers.
6.
Identify the set of key activities that are required to create and
support one or several value propositions.
7.
Identify the key resources required for these activities and for
other purposes.
8.
Determine the costs associated with key activities and key
resources and the overall cost structure of the organization.
9.
Identify strategic relationships with one or several key partners to
support or contribute to the value proposition, key activities, and
key resources.
The BMC is used to model high-level abstractions of an
organization’s business operations. For two different organizations
doing business in the same business domain, there might be small
differences in the resulting BMC. However, even a small difference in
the BMC of two organizations—for example, if one of them is using the
core competencies in a smarter way—may render the business
operations of the two organizations radically different. If the BMCs of
the two organizations are identical, there is a motive for the
organizations to reconsider the BMC to create significant differences in
their business operations to distinguish it from that of the competitors.
To gain a strategic advantage, it is often enough to focus on one
specific building block in the BMC. It is seldom necessary to redesign
the business model completely to differentiate itself from the
competitors. This may be a critical issue if the value proposition offered
by a company is a commodity. In that case, price may be the only
parameter that distinguishes the competitors.
Successful business models may change over time—what turned
out to be a successful business model 5 years ago may not be a
successful business model today. The reasons may be technological
development, altered competition arena, new user demands, and
different market behavior. Technological developments may render a
business model obsolete.
► Case studies 19.1, 19.2, 19.3, 19.4, and 19.5 present five examples of
digital business models that have had a substantial impact on the
evolution of the digital economy: World of Warcraft
, Spotify, Facebook,
Wikipedia, and Airbnb
. These examples represent different types of
business models since they exploit the various fundamental properties
of the digital economy differently. ◘ Table 19.2 summarizes the
business models according to type and the most fundamental
properties exploited by the particular digital service. Note that the
business models presented in the case studies do not represent an
exhaustive list of all business models available for digital services.
Table 19.2 List of presented business models. (Authors’ compilation)
Fig. 19.6 Spotify modeled using the BMC. (Authors’ own figure)
Fig. 19.7 Spotify modeled using the SRM. (Authors’ own figure)
Fig. 19.9 Facebook modeled using the SRM. (Authors’ own figure)
Fig. 19.12 Airbnb modeled using the BMC. (Authors’ own figure)
Fig. 19.13 Airbnb modeled using the SRM. (Authors’ own figure)
19.5 Conclusions
Business models are developed to identify key aspects of an
organization’s business operations. The models are used both to
describe the current state of the organization and to identify key
strategic actions required for taking the organization into the future. In
other words, the purpose of the model is to identify the current market
position of the organization, estimate how the market and the
technology will evolve, and on this basis, develop strategies for future
market positioning and revenue generation.
The business model canvas developed by Osterwalder is a simple
and effective tool to develop and analyze business models for
enterprises in the digital economy. These enterprises are often
multisided platforms where each business sector supported by the
platform is based on entirely different value proposition, production,
cost, and revenue models. The stakeholder relationship model
supplements the business model by identifying the type of relationship
that exists between the stakeholders and the impact these relationships
have on the business model. The principles have been illustrated for
five enterprises with entirely different underlying value proposition
models.
Questions
1.
Massive Open Online Course (MOOC
) was envisioned to disrupt
the educational sector by offering virtually free and ubiquitous
teaching online.
(a)
Would you categorize MOOC as either a sustainable
innovation or a disruptive innovation?
(b)
Design the business model of a company offering an MOOC
(e.g., Coursera) using the business model canvas.
2.
Popcorn Time (now terminated by regulations)
and Netflix were
two digital services with similar value propositions.
(a)
Use the BMC and the SRM to design the business model for
Popcorn Time and Netflix.
(b)
What are the major differences in the resulting business
models?
(c)
What is the major technological difference between
Popcorn Time and Netflix?
3. Search the web and find answers to the following questions
concerning Spotify:
(a)
How many of Spotify’s users subscribe to its premium
service?
(b)
What is the largest cost of running Spotify?
(c)
Does Spotify generate profits?
(d)
Which companies are Spotify’s main competitors?
(e)
What is Spotify’s market share in the music streaming
industry?
Answers
1.
MOOC (see Wikipedia article)
(a)
Currently, MOOC looks more like a sustainable innovation
than a disruptive innovation. This is because it has not
changed the performance metrics or value chain in the
education business. It is a sustainable innovation because
it has added to the current selection of teaching methods
that teachers may employ. However, MOOC has the
potential to become a disruptive innovation in the future.
However, predicting such an event is speculative at best.
(b)
A company offering an MOOC is a value network and an
MSP. It connects two user groups: teachers and students. A
key insight in the business model of an MOOC is that the
teacher user group is producing the key resource of the
MOOC—the teaching material. Another insight is related to
the revenue stream. Should MOOC be free of charge or
should there be a fee for the students? If there is a fee, how
should this fee be distributed between the provider of the
MOOC and the teachers? (◘ Fig. 19.14)
P Ti d N fli
2. Popcorn Time and Netflix
(a)
Popcorn Time and Netflix are both providers of online
streaming media (e.g., video, series, and movies). The
BMCs are as shown in ◘ Figs. 19.15 and 19.16.
(b)
The major business difference is that Popcorn Time is free
and has a disputed legality, as users uploading and
distributing content in many cases (but not all) do not have
the copyright owners’ permission. Netflix, however, is a
paid service and legal, as Netflix has bought copyright
content in addition to producing its own content.
(c)
The major technological difference between Popcorn Time
and Netflix is that the former is based on a peer-to-peer
architecture, while the latter is based on a server-client
architecture. On Popcorn Time, content is streamed from a
network of users (BitTorrent technology). On Netflix,
content is streamed from a server owned by Netflix. This
results in strong network effects between users of Popcorn
Time and non-existing network effects between users of
Netflix.
3. Data for Spotify December 2020 retrieved from Spotify’s
homepage, Statista, and Wikipedia:
(a)
155 million premium users.
(b)
Major costs are licenses to the music industry.
(c)
No—losses were 186 million euros in 2019.
(d)
The three biggest competitors are Apple Music, Amazon
Music, and TenCent.
(e)
The market share was 32%.
(f)
The major challenge is how to become profitable.
4.
Wikipedia article about Wikipedia:
(a)
Wikipedia believes that ads are annoying and distracting
for the users, will influence the neutrality and threaten the
credibility of the content, and may generate conflicts of
interest between stakeholders that lead to censorship of
the content.
(b)
Currently, Wikipedia cannot use the subscription-based
business model. This is because Wikipedia uses the GNU
Free Documentation License.
Christensen, C. (1997). The innovator’s dilemma: When new technologies cause great firms to
fail. Harvard Business Scholl Press.
Facebook value drops by $37bn amid privacy backlash. BBC News. March 19, 2018.
Osterwalder, A., & Pigneur, Y. (2010). Business model generation: A handbook for visionaries,
game changers, and challengers. Wiley.
Further Reading
Anderson, C. (2009). Free: The past and future of a radical Price. Hyperion.
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Understand the basic concepts related to big data.
– Identify business opportunities offered by the big data
technology.
– Explain how big data can be abused.
20.1.1 Generation
In 1993, only 3% of all data stored was digital; the rest was stored on
analog media such as books, cassettes, and video tapes. In 2007, this
number had increased to 84%. Today, almost all data is available in a
digital format. The main reasons are that most of the analog data from
earlier times has been converted to digital data and, more important,
that almost all data generated after 1990 has been produced directly in
a digital format. The evolution is shown in ◘ Fig. 20.1. The total amount
of annually generated data is shown in ◘ Fig. 20.2. The amount of data
generated in 2019 is estimated to be 43 zettabytes, and it is predicted
that this number will increase to 175 zettabytes in 2025 if the amount
of data produced continues to increase by 23% per year. One zettabyte
is one trillion gigabytes or 1021 bytes. Data is generated by four major
sources: imaging (e.g., medical imaging and surveillance cameras),
entertainment (e.g., television and radio shows, videos, podcasts, social
media, and video games), manufacturing and administration (e.g.,
automation, Internet of Things, and word processing), and voice
(mobile phones and VoIP). Not all this information is stored; for
example, most telephone conversations are not stored (Reinsel et al.,
2018).
Fig. 20.1 Percentage digitally stored data. (Authors’ own figure)
Fig. 20.2 Annually generated data. (Authors’ own figure)
20.1.2 Processing
The doubling time for the processing capacity in terms of instructions
processed per second (IPS) is estimated to be 1 year and 2 months for
general purpose computers and 10 months for application-specific
computers (e.g., supercomputers). The processing capacity cannot be
determined exactly since it is a complex function of variables such as
memory capacity and organization, clock rate, programming language,
computer architecture, and operating system. The above numbers are
therefore crude estimates of the doubling time for the processing
capacity.
20.1.3 Distribution
In 1993, more than 30% of the telecommunications networks and
almost all broadcast networks were still analog even though the
digitization of these networks started 20 years earlier. In 2020, the
digitization is complete, and all information sent over the
telecommunications networks is digital. Since 2000, the Internet has
become the dominant carrier of information. The doubling time for the
capacity of the Internet has been 1 year and 8 months during the last
20 years as shown in ◘ Fig. 20.3. In 2016, one zettabyte of data was
transmitted over the Internet. The largest contributor to the traffic
growth is video streaming.
20.3.1 Marketing
Marketing and advertising are among the biggest applications of big
data. By sifting through the enormous amounts of information users
place on social media, inspecting how mobile apps are used, monitoring
web search, and recording bank card transactions, patterns may be
found that can be used in targeted and personalized marketing or to
promote sales in new ways.
20.3.5 Insurance
The insurance industry uses big data to predict variations in life
expectancy, health costs, and cost of natural disasters and personal
accidents using information from public and private databases.
20.3.6 Retailers
Big department stores collect enormous amounts of data about their
customers. If goods are paid by cash, the customer is anonymous but
not if bank and membership cards are used. In the latter case, the
retailer may use the information for personalized marketing. The
retailers also use the information for logistics and other administrative
purposes.
20.3.9 Science
Big data analytics is a key feature of several of the world’s largest
scientific experiments, for example, the Large Hadron Collider at CERN
in Geneva, Switzerland, correlated gravity wave detectors in the USA,
Japan, and Italy, neutrino detectors, and big arrays of astronomical
radio telescopes. In all these cases, the problem is to sift through
enormous amounts of data to detect rare events that may predict new
physics and provide knew knowledge in the fields of astronomy and
cosmology. Big data is also used in sport sciences to determine the
effect of training, diet, and body functions measured by sensors in or
attached to the body.
20.5 Conclusions
Nobel Laureate Ronald Coase once said: “if you torture the data long
enough, it will confess to anything” (Wiktionary). This is indeed a
truism for big data analytics. Treated without caution and skepticism,
big data analytics may lead to wrong—and sometimes disastrous—
decisions. Handled with care and expertise, big data is a formidable
competitive tool in the digital economy improving customer
satisfaction and perfecting sales and marketing operations by precisely
targeted information bulletins and ads.
The challenge is that the firm must possess deep knowledge in
advanced data management tools such as artificial intelligence,
machine learning, expert systems, and data mining. The result may be
that the company is not able to discover and utilize the huge amount of
data it may possess about its business operations and customers.
Big data offers big opportunities in several sectors, for example, in
health care, marketing, digital service provision, statistics, and
management of public services. Large amount of data about people is
collected by government bodies, both public and clandestine, by
intercepting Internet traffic; receiving data captured by social media
providers, telecommunications operators, and application providers;
storing information received from surveillance cameras; and storing
biometric information about inhabitants and visitors. This information
is used for crime prevention, criminal investigation, and antiterrorism.
The same data may be misused for social control of the population and
for identifying, tracking, and harassing dissidents and political
opponents.
Questions
1.
Is causation and correlation the same thing? Explain.
2.
From which sources do data brokers collect information? Hint:
see, for example, ProPublica (Everything We Know About What
Data Brokers Know About You) and Clearcode (What Is a Data
Broker and How Does It Work?).
Answers
1. No. That two events are causally related means that one event is
caused by the other event. That two events are correlated means
that a linear statistical relationship exists between them (e.g.,
both increase at statistically proportionate rates—or one
increases, while the other decreases at a proportionate rate).
The events may be correlated because the events are causally
related, both are caused by a third event and not causally related
themselves, or they are entirely unrelated but varies in the same
way (spurious correlation). If the relationship between two
variables is nonlinear, then the correlation between them is zero
so that causation does not imply correlation.
2.
The data brokers may buy or retrieve information from several
resources, for example:
– Publicly available information (e.g., birth certificates, criminal
registers, taxation registers)
– Webpages mentioning the person
– Loyalty cards for shops, hotels, etc.
– Membership lists of organizations
– App owners
– Dealers of products that can be connected to data about the
customer (e.g., car dealers and realtors)
– Media providers
– Search engines
– Telecommunications operators
– Other data brokers
References
A lawsuit against face scans in China could have big consequences. The Economist, November 9,
2019.
Abandoned mines have a future as data centres. Aggregate Research, September 18, 2014.
Gerhard, S. (2001). On the existence of a global system for the interception of private and
commercial communications (ECHELON interception system) (2001/2098(INI)).
Hilbert, M., & López, P. (2011). The World’s technological capacity to store, communicate, and
compute information. Science, 332(60), 60–65.
Holst, A. (2018, October 17). M2M (machine-to-machine) – Statistics & Facts. Statista.
Kaplan, A., & Haenline, M. (2019). Siri, Siri, in my hand: Who’s the fairest in the land? On the
interpretations, illustrations, and implications of artificial intelligence. Business Horizons, 62(1),
15–25.
Perrone, J.. (2001, May 29). The Echelon spy system. The Guardian.
Reinsel, D., Gantz, J., & Rydning, J. (2018). The digitization of the world: From edge to core.
International Data Corporation.
Shah, S., Horne, A., & Campellá, J. (2012). Good data won’t guarantee good decisions. Harvard
Business Review.
Sivasubramian, B. (2020, August 7). How Netflix became $100 billion company using data
science. Analytics Vidhya.
Sverdlik, Y.. (2015, July 1). Start-up to build underground data Center in Finland. Data Center
World.
Further Reading
Ford, M. (2017). The rise of the robots. Oneworld Publications.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
H. Øverby, J. A. Audestad, Introduction to Digital Economics, Classroom Companion: Business
https://doi.org/10.1007/978-3-030-78237-5_21
21. Net Neutrality
Harald Øverby1 and Jan Arild Audestad1
(1) Norwegian University of Science and Technology, Gjøvik, Norway
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Explain why net neutrality implies that ISPs must treat all
communication on the Internet equally and without any kind
of discrimination.
– Explain how net neutrality promotes innovation, prompts
competition, and supports free exchange of information on
the Internet.
– Identify reasons why strict adherence to net neutrality is not
desirable in certain cases, for example, to support streaming
services and real-time online gaming, and discuss the
implications this may have on resource sharing and network
performance.
management)
21.5 Zero-Rating
Some ISPs, in collaboration with selected ASPs—such as Wikipedia and
Facebook—offer zero-rated access to the Internet. This means that
consumers get free Internet access, but then only for accessing selected
applications or services. Put in another way, unlimited data volumes are
provided for a specific application to users opting for zero-rating
access. This practice is in conflict with the current strict definitions of
net neutrality since it differentiates Internet access based on
application—one service can be accessed for free, while another
competing service requires paid access or are not accessible at all.
One example of zero-rating is Wikipedia Zero offering free access to
Wikipedia on mobile devices in some countries in collaboration with
selected ISPs (Russell, 2013). The program was launched in 2012 and
provided free access to over 800 million people, mostly in developing
countries. After receiving criticism for net neutrality violation,
Wikipedia Zero discontinued the program in 2018. In some of the areas
where Wikipedia Zero was deployed, it was, in fact, the only choice for
many people to access the Internet. In these countries, Wikipedia Zero
became synonymous to the Internet. In lack of popular services such as
YouTube—which was only available to those with a regular mobile data
subscription—copyrighted material started to be spread via Wikipedia.
This material was mostly removed by Wikipedia editors; however, it
also meant that these editors collectively became a central force in
deciding what should be available on the Internet through Wikipedia
Zero.
Another example of zero-rating is Facebook Zero, a program
providing free access to Facebook. Launched in 2010, it currently
provides free access to Facebook in collaboration with selected ISPs in
more than 30 countries, both developed and developing countries. In
Nigeria, Indonesia, India, and Brazil, where the Facebook Zero program
is available, more than 50% of the people believe “Facebook is the
Internet” (Mirani, 2015). Compared to Wikipedia Zero, Facebook Zero
is more questionable from a net neutrality viewpoint. This is because
Facebook is a commercial service and not a nonprofit service like
Wikipedia. Providing free access to Facebook changes the competition
in the social media market and may further increase Facebook’s
dominating position in this market.
Twitter has also initiated a zero-rating program—Twitter Zero—
which is available for subscribers of selected ISPs in more than six
countries.
Zero-rating gives the ISPs the power to select winners in the digital
markets motivated by how much they are willing to pay for zero-rating
access of their service. Even though zero-rating means free services for
the users, the cost of providing this service is in many cases paid by the
ASP. Consumers, when everything else is equal, prefer services that
have zero-rated access compared to paid access. Therefore, starting a
zero-rating program for a service may be a way to circumvent
competition, thereby creating a virtual monopoly for this service.
One issue concerning zero-rated content is that ASPs may offer
access to their websites or services for free also in cases where these
services are not the best services for the consumers. For instance, a
bank with high interest rates for loans may pay an ISP to offer free
access to its website to attract customers. This will have an undesirable
effect on the free market for loans. A particularly vulnerable target
group for such practices is poor people with few other opportunities to
access the Internet than through a zero-rated service.
21.6 Conclusions
Net neutrality has transformed the Internet into a formidable arena for
innovation of new services and applications. The technology has also
created entirely new business concepts. This includes concepts such as
sharing economies, social media, e-commerce, streaming of music and
films, multiplayer online games, distance learning, telemedicine, and
much more. The main reasons have been that:
– The extremely simple Internet technology itself does not
discriminate between the different content the data packets may
contain—the Internet itself is completely neutral.
– The evolution of the information and communication technology is
characterized by steady progression toward higher data rates, wider
range of mobile applications, more storage capacity, and increased
processing speed. Hence, the arena for experimentation and
innovation is expanding, steadily allowing new opportunities to be
explored.
– The Internet protocol is such that the ISPs, in most cases, cannot
identify the type of content the data packets contain and for what
purpose they are sent. In democracies, regulations also oblige them
to treat all users equally. The same applies to services except in cases
where differentiation is necessary for technical reasons, e.g., real-
time streaming versus downloading of webpages. This also leads to
flat price structures independent of application and, to a large extent,
also to the volume of data exchanged.
Net neutrality obviously restricts the business opportunities of the
ISP. Therefore, the strongest opponents against net neutrality are the
ISPs. They claim, among others, that net neutrality reduces the
willingness to invest in advanced fiber-optic technologies and
broadband networks. Proponents argue that this is, by fare,
counterweighted by innovations in new technologies and applications.
The proponents include application service providers, content
providers, research communities, and consumer organizations.
Questions
1. What are the effects of strict net neutrality on picture and sound
reproduction on video conferencing?
2.
Why is it possible for operators of 5G mobile network to levy
different charges for the telephone service and data
communication?
3.
Does the Apple ecosystem—iPhone and App Store—constitute a
violation of device neutrality?
Answers
1.
With strict net neutrality, packets are handled by network
routers using the first-in-first-served principle. This means that
a packet received at the router is queued until all earlier packets
in the queue have been forwarded. Moreover, packets belonging
to the same service may be forwarded on different routes with
different propagation delay. This results in unpredictable
variation in the time adjacent packets are received by the
decoder. Real-time video, music, and voice are extremely
sensitive to this type of jitter that, in the worst case, may distort
the picture or garble the speech.
2.
When accessing the network, the mobile terminal indicates the
type of services, e.g., telephone call, data call, or one of several
other categories. This information is required by the network to
allocate bandwidth (e.g., narrowband for telephony, wideband
for video streaming) and to indicate how the call shall be
handled by the network (real-time priority, minimum required
bandwidth, no restriction). The mobile ISP then knows the
category of service the user wishes and may, therefore, levy
different charges for different service categories. This is
violation of net neutrality necessary for technical reasons (for
efficient usage of frequency recourses and for guaranteeing a
minimum quality of service).
3. Yes. This is because apps that run on the iPhone can only be
downloaded from the App Store. Apps not available on the App
Store cannot be run on the iPhone. Furthermore, apps on the
App Store cannot be downloaded on devices other than the
iPhone.
References
Isenberg, D. (1997, August). Rise of the Stupid Network: Why the Intelligent Network was once
a good idea, but isn’t anymore. One telephone company nerd’s odd perspective on the changing
value proposition. Computer Technology.
Kastrenakes, J. (2017, December 14). The FCC just killed net neutrality. The Verge.
Kelly, M. (2019, May 6). Democrats push new bill to write net neutrality into law, but can it
pass? The Verge.
Mirani, L. (2015, February 9). Millions of Facebook users have no idea they’re using the
Internet. Quartz.
Murray, A. (2016). Information technology law: The law and society. Oxford University Press.
Odlyzko, A. (2009). Network neutrality, search neutrality, and the never-ending conflict
between efficiency and fairness in markets. Review of Network Economics, 8(1), 40–60.
Preseving the Open Internet. (2010, December 21). Broadband industry practises. Report and
order. Federal Communication Commission.
Regulation (EU) 2015/2120 of the European Parliament and of the Council. November 25,
2015.
Russell, B. (2013, February 21). Wikipedia zero wants to bring Wikipedia to mobile users
without a data plan. TechnoBuffalo.
Shavins, N. (2014, July 2). Are Google and Amazon the next treat to net neutrality? Forbes.
Shaw, K. (2019, November 13). What is edge computing and why it matters. Network World.
Vincent, J. (2017, June 27). Google fined a record €2.4 billion by the EU for manipulating search
results. The Verge.
22. Digital Regulation
Harald Øverby1 and Jan Arild Audestad1
(1) Norwegian University of Science and Technology, Gjøvik, Norway
Harald Øverby (Corresponding author)
Email: haraldov@ntnu.no
Jan Arild Audestad
Email: jan.audestad@ntnu.no
Learning Objectives
After completing this chapter, you should be able to:
– Explain why and how mobile communication is regulated.
– Discuss the complexity of regulating the Internet not only
because of its inherent complexity but also because there is
an ongoing conflict between opponents and proponents of net
neutrality and the need to regulate the network.
– Discuss why legislation is not the only way to regulate the
market but that the market itself, the technology, and the
public also contribute to such regulation.
22.1 Introduction
Since the early 1980s, competition has gradually been introduced in the
telecommunications market, first in the UK in 1982 for regulating the
market for cellular mobile communications. In the rest of Europe,
mobile communications were opened for competition in 1992. In 1998,
all telecommunications in Europe were de-monopolized and opened for
general competition. This development and the extensive use of the
Internet have generated a demand for regulating the
telecommunications market to make it a level playing field.
Market regulation for ICT can be defined as follows. (Note that this
definition is not essentially different from the regulation of other
markets.)
Definition
Regulation of the ICT market is the intervention of governmental,
legal, social, economic, or technological authorities, by rules or
procedures, to restrict the freedom of operations for market
participants (in particular, mobile operators, Internet service
providers, and application service providers) and to target the
evolution of the market.
22.2.4 Cross-Subsidizing
Cross-subsidizing means to charge excessive prices for one service (the
subsidizing service) and to use the additional earnings to reduce the
charges for another service (the subsidized service). The major source
for cross-subsidizing in the telecommunications market is high
termination charges. These earnings may be used to subsidize another
service and thereby obtain competitive advantages for that service.
Cross-subsidizing may, to a large extent, be avoided by price-cap
regulation of call termination charges as explained above. Cross-
subsidizing between fixed and mobile network operation is avoided by
requiring that the subsidiaries offering fixed and mobile services are
commercially separated.
The main point is that regulating the digital economy can be achieved
not only by law but also by markets, business models, economic
incentives, technology, design, and societal campaigns. These forces—
or modalities as Lessig termed them—work together and influence one
another. How well a specific service or part of the digital economy is
regulated is the sum of all these effects and their interactions.
22.5 Conclusions
Several sectors of the digital economy must be regulated to avoid
market failure and to create a level playing field for all providers of
technology, services, applications, and content. Regulations also protect
the users against access discrimination and protect them against
excessive pricing and misuse of information about the users and their
preferences, habits, and other personality traits. Some of these sectors
may be difficult to regulate, for example, protection against formation
of monopolies in the application and content provider sector and the
use or misuse of personal information for commercial purposes.
Two of the most important sectors that need regulation are mobile
communications and the Internet. The fixed network is also regulated,
but this regulation is less and less important as telecommunications
now converges rapidly toward a mobile Internet as explained in ►
Chap. 3. These are regulations by law that are governed and supervised
by public authorities. In addition, the market may also be regulated by
the market itself, by means of technology, and by public opinion and
ethics (the pathetic dot theory).
It is particularly difficult to regulate the Internet. The reason is, as
explained in ► Chap. 4, that the Internet is divided into two
commercially independent domains: Internet service providers in
charge of transporting bits and application and content providers
creating, storing, and disseminating information and services.
One important field of regulation is net neutrality, shaping the
Internet into an open and unrestricted laboratory for innovation and
exploitation of new ideas. In some countries, there are strong forces
working against net neutrality and for an Internet where the Internet
service providers alone determine the conditions for using the Internet.
This development may hamper the evolution that have, during less than
two decades, created several millions of new applications on the
Internet.
Questions
1.
Is there a link between human rights and net neutrality?
2.
What are the incentives for self-regulation in the mobile market
based on Lessig’s theory?
Answers
1.
Net neutrality is not stated as an explicit human right but is
regarded as a must for the implementation of rights such
“freedom of speech.” The weaker requirement “right to Internet
access” is a non-binding resolution of the United Nations Human
Rights Council.
2. Incentives:
(a)
Law: penalties for not obeying national regulation
legislation.
(b)
Market: the most important motive is to make the total
market pie as large as possible by accurately designing the
system in accordance with a common standard. This also
maximizes the market for each operator both with regard
to own customers and visiting customers (roaming). The
marketplace then becomes a common in which providers
can compete on price and customer care to attract and
keep customers.
(c) Technology: the cost of development of the technology is
reduced for each operator if they collaborate to develop a
common standard. If there are more than one incompatible
t d d th t d d i lik l d i th l
standard, then a standards war is likely, and, in the long
run, one of the standards will win the war. Building
backward compatibility into the technology both in the
mobile phones and the network ensures a smooth
evolution of the technology.
(d)
Society: Word of mouth may increase the business of the
MNO that offer the best and cheapest service.
References
Audestad, J. A., & Gaivoronski, A. (2001). Option pricing of mobile virtual network operators.
Telektronikk, No. 4.
Black, C., & Srivastava, L. (Eds.). (2011). Telecommunications regulation handbook (Tenth
Anniversary ed.). The International Bank for Reconstruction and Development / The World
Bank, InfoDev, and The International Telecommunication Union.
Borsook, P. (2001). Cyberselfish: Revers, guilders, cyberpunks, and other silicon valley
lifeforms. Yale Journal of Law and Technology, 3.
Decisions on designation of providers with significant market power and imposition of specific
obligations in the markets for wholesale voice call termination on individual mobile networks
(Market 2). Norwegian Communications Authorities (Nkom). 2017.